GZDoom benchmarks - next round

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Gez
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Joined: Mon Oct 22, 2007 16:47

Re: GZDoom benchmarks - next round

Post by Gez »

Here's the ATI 5850+Win7-64 benchmarks I was talking about.
[spoiler]
[GlobalSettings]
gl_distfog=70
gl_light_ambient=20
gl_billboard_mode=0
gl_particles_style=2
gl_sprite_blend=true
gl_usecolorblending=true
gl_sky_detail=16
gl_nearclip=5
gl_mask_sprite_threshold=0.5
gl_mask_threshold=0.5
gl_no_skyclear=false
gl_sort_textures=true
gl_clamp_per_texture=false
gl_texture_format=0
gl_texture_filter=4
gl_texture_filter_anisotropic=8
gl_texture_hqresize_targets=7
gl_texture_hqresize_maxinputsize=512
gl_texture_hqresize=0
gl_usefb=false
gl_lights_additive=false
gl_light_particles=true
gl_light_sprites=true
gl_lights_size=1
gl_lights_intensity=1
gl_lights_checkside=true
gl_attachedlights=true
gl_dynlight_shader=false
gl_lights=true
gl_texture_useshaders=true
gl_glow_shader=true
gl_brightmap_shader=false
gl_colormap_shader=false
gl_fog_shader=false
gl_warp_shader=false
gl_vid_compatibility=false
gl_nogl=false
gl_render_precise=true
gl_fakecontrast=true
gl_seamless=true
gl_render_segs=false
gl_mirror_envmap=true
gl_plane_reflection=true
r_mirror_recursions=4
r_smoothlighting=false
r_columnmethod=1
crosshairgrow=false
crosshairscale=false
crosshairhealth=true
crosshaircolor=ff 00 00
crosshairforce=false
crosshair=0
map_point_coordinates=true
vid_forceddraw=false
gl_vid_allowsoftware=false
gl_vid_multisample=0
fullscreen=true
vid_renderer=1
vid_displaybits=8
vid_noblitter=true
vid_attachedsurfaces=false
vid_palettehack=false
vid_hwaalines=true
d3d_antilag=true
eaxedit_test=true
vid_aspect=0
vid_nowidescreen=false
vid_refreshrate=0
vid_vsync=false
vid_defbits=32
vid_defheight=1080
vid_defwidth=1920

Log started: Wed Nov 11 10:22:17 2009

W_Init: Init WADfiles.
adding F:/GZBench/gzdoom.pk3, 539 lumps
adding c:/program files (x86)/steam/SteamApps/common/doom 2/base/doom2.wad, 2919 lumps
I_Init: Setting up machine state.
CPU Speed: 2665 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i5 CPU 750 @ 2.67GHz
Family 6, Model 30, Stepping 5
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright ø Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.22.06
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 5800 Series
GL_VERSION: 2.1.9026
GL_SHADING_LANGUAGE_VERSION: 1.40
GL_EXTENSIONS: GL_AMDX_abuffer_oit GL_AMDX_random_access_target GL_AMDX_texture_compression_dxt6 GL_AMDX_texture_compression_dxt7 GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
WGL_EXTENSIONS: WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMD_gpu_association WGL_AMDX_gpu_association
Max. texture units: 16
Max. fragment uniforms: 1024
Max. vertex uniforms: 1024
Max. varying: 64
Max. combined uniforms: 246784
Max. combined uniform blocks: 45
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 1920 x 1080
Playing demo DEMO1
Cannot play non-ZDoom demos.
(They would go out of sync badly.)

Map z1m6: "Central Processing",
x = -2165.7784, y = -923.2049, z = -39.0000, angle = 1.4f, pitch = 56.6016
Walls: 2250 (0 splits, 4 t-splits, 28666 vertices)
Flats: 825 (2716 primitives, 13023 vertices)
Sprites: 97, Decals=0
W: Render=3.057, Split = 0.080, Setup=0.587, Clip=0.514
F: Render=2.324, Setup=0.171
S: Render=0.505, Setup=0.077
All: All=10.017, Render=7.082, Setup=2.278, Portal=0.605, Finish=0.200
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
97 fps

Map e1m6: "Subterra ",
x = -92.4503, y = -1832.9135, z = 105.0000, angle = 1.4f, pitch = 86.4844
Walls: 2793 (0 splits, 0 t-splits, 12290 vertices)
Flats: 334 (4405 primitives, 21627 vertices)
Sprites: 279, Decals=0
W: Render=3.350, Split = 0.000, Setup=0.525, Clip=0.572
F: Render=1.468, Setup=0.109
S: Render=1.561, Setup=0.118
All: All=9.830, Render=7.034, Setup=2.393, Portal=0.000, Finish=0.327
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 7 upper, 0 lower, 0.005 ms
99 fps

Map e1m6: "Subterra ",
x = -92.4503, y = -1832.9135, z = 105.0000, angle = 1.4f, pitch = 86.4844
Walls: 2793 (0 splits, 0 t-splits, 21349 vertices)
Flats: 334 (7820 primitives, 38580 vertices)
Sprites: 279, Decals=0
W: Render=5.767, Split = 0.000, Setup=0.547, Clip=0.591
F: Render=4.565, Setup=0.136
S: Render=1.591, Setup=0.119
All: All=15.625, Render=12.706, Setup=2.487, Portal=0.000, Finish=0.349
DLight - Walls: 1929 processed, 685 rendered - Flats: 7898 processed, 1177 rendered
Missing textures: 7 upper, 0 lower, 0.006 ms
62 fps

Map map04: "Mos Denra Space Port",
x = -3274.4546, y = 5024.6348, z = -87.0000, angle = 1.4f, pitch = 7.8662
Walls: 2509 (0 splits, 0 t-splits, 10212 vertices)
Flats: 415 (1158 primitives, 4876 vertices)
Sprites: 167, Decals=0
W: Render=2.766, Split = 0.000, Setup=0.599, Clip=0.608
F: Render=1.052, Setup=0.164
S: Render=0.418, Setup=0.072
All: All=7.758, Render=4.763, Setup=2.535, Portal=0.042, Finish=0.301
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
125 fps

Map map05: "The Citadel",
x = 252.0824, y = -7923.5792, z = 41.0000, angle = 1.4f, pitch = 91.6974
Walls: 5486 (0 splits, 0 t-splits, 24898 vertices)
Flats: 139 (3040 primitives, 16494 vertices)
Sprites: 489, Decals=0
W: Render=4.959, Split = 0.000, Setup=1.177, Clip=1.049
F: Render=1.166, Setup=0.200
S: Render=2.005, Setup=0.238
All: All=14.815, Render=9.688, Setup=4.727, Portal=0.278, Finish=0.243
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 2 upper, 0 lower, 0.007 ms
67 fps

Map map09: "hobb's end horror",
x = -2948.9402, y = -3467.5623, z = 681.0000, angle = 1.4f, pitch = 270.0110
Walls: 6980 (0 splits, 118 t-splits, 22772 vertices)
Flats: 2139 (12354 primitives, 64507 vertices)
Sprites: 150, Decals=0
W: Render=8.483, Split = 0.000, Setup=1.395, Clip=1.423
F: Render=4.580, Setup=0.388
S: Render=0.551, Setup=0.163
All: All=21.543, Render=15.322, Setup=5.839, Portal=0.000, Finish=0.299
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 7 lower, 0.007 ms
46 fps

Map map110: "Inca H.Q.",
x = -1471.8534, y = -117.2836, z = 52.0000, angle = 1.4f, pitch = 356.4844
Walls: 2783 (0 splits, 0 t-splits, 40491 vertices)
Flats: 1347 (6001 primitives, 33289 vertices)
Sprites: 221, Decals=4
W: Render=7.969, Split = 0.367, Setup=1.156, Clip=0.783
F: Render=5.192, Setup=0.386
S: Render=1.729, Setup=0.152
All: All=20.797, Render=16.185, Setup=4.164, Portal=0.148, Finish=0.255
DLight - Walls: 293 processed, 18 rendered - Flats: 324 processed, 48 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
48 fps

Map MAP01: "Operation Overlord",
x = -282.6588, y = -5.0981, z = 57.0000, angle = 1.4f, pitch = 88.4619
Walls: 1980 (0 splits, 14 t-splits, 8527 vertices)
Flats: 176 (1190 primitives, 6827 vertices)
Sprites: 481, Decals=3
W: Render=2.628, Split = 0.000, Setup=0.431, Clip=0.448
F: Render=0.922, Setup=0.098
S: Render=2.123, Setup=0.170
All: All=8.528, Render=6.251, Setup=1.887, Portal=0.191, Finish=0.210
DLight - Walls: 76 processed, 11 rendered - Flats: 40 processed, 38 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
107 fps

Map map05: "Phobia - blood",
x = -5761.9960, y = -221.1006, z = 43.0000, angle = 1.4f, pitch = 2.6917
Walls: 2599 (0 splits, 0 t-splits, 536828 vertices)
Flats: 2844 (11011 primitives, 47832 vertices)
Sprites: 46, Decals=0
W: Render=11.384, Split = 1.464, Setup=2.428, Clip=0.618
F: Render=4.200, Setup=0.815
S: Render=0.232, Setup=0.063
All: All=25.105, Render=17.880, Setup=6.861, Portal=0.157, Finish=0.289
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
39 fps

Map map02: "sunset island zone - act 2",
x = -80.7690, y = -268.2019, z = 73.0000, angle = 1.4f, pitch = 87.5446
Walls: 1447 (0 splits, 8 t-splits, 5119 vertices)
Flats: 156 (1263 primitives, 6934 vertices)
Sprites: 496, Decals=6
W: Render=0.734, Split = 0.000, Setup=0.298, Clip=0.370
F: Render=0.599, Setup=0.070
S: Render=1.962, Setup=0.151
All: All=10.250, Render=4.544, Setup=1.494, Portal=3.856, Finish=0.258
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 1 lower, 0.000 ms
95 fps

Map map10: "forest fortress zone - act 2",
x = 554.2964, y = 1039.6241, z = 169.0000, angle = 1.4f, pitch = 179.0277
Walls: 3113 (0 splits, 4 t-splits, 19036 vertices)
Flats: 171 (2113 primitives, 10245 vertices)
Sprites: 655, Decals=0
W: Render=2.901, Split = 0.000, Setup=0.763, Clip=0.767
F: Render=0.868, Setup=0.126
S: Render=3.231, Setup=0.268
All: All=15.884, Render=8.408, Setup=3.200, Portal=3.994, Finish=0.282
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
61 fps

Map tnt04cn: "The Beginning and The End",
x = -485.0361, y = -5971.7348, z = 3905.0387, angle = 1.4f, pitch = 83.1665
Walls: 5518 (0 splits, 0 t-splits, 130593 vertices)
Flats: 981 (8330 primitives, 44239 vertices)
Sprites: 1349, Decals=0
W: Render=14.798, Split = 0.624, Setup=1.339, Clip=1.458
F: Render=6.920, Setup=0.405
S: Render=6.633, Setup=0.544
All: All=39.361, Render=32.039, Setup=6.623, Portal=0.890, Finish=0.233
DLight - Walls: 410 processed, 111 rendered - Flats: 1375 processed, 734 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
24 fps

Map e1m0: "Colossus reloaded",
x = -799.7151, y = -312.3973, z = -87.0000, angle = 1.4f, pitch = 359.1595
Walls: 3168 (0 splits, 0 t-splits, 164868 vertices)
Flats: 1114 (5776 primitives, 29549 vertices)
Sprites: 78, Decals=0
W: Render=6.400, Split = 0.616, Setup=0.802, Clip=0.904
F: Render=4.502, Setup=0.332
S: Render=0.469, Setup=0.088
All: All=18.981, Render=13.686, Setup=4.539, Portal=0.687, Finish=0.351
DLight - Walls: 161 processed, 36 rendered - Flats: 622 processed, 304 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
51 fps
[/spoiler]

Driver version is whatever's the latest, this machine was built last week. Fullscreen 1920x1080.
User avatar
Graf Zahl
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Re: GZDoom benchmarks - next round

Post by Graf Zahl »

Here's an interesting thought. ATI performance seems to depend a lot on CPU power - at least a lot more than it appears for NVidia. It looks like with a fast CPU the drivers get acceptable performance but it appears to decrease almost proportionally with the CPU speed which would indicate an efficiency problem in the driver code.

I'm wondering if their driver uses multithreading well. NVidia's sure does. When I run GZDoom with VSync off I get 50% CPU usage on my Quad Code which indicated 2 cores running at full load.
randy
Developer
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Re: GZDoom benchmarks - next round

Post by randy »

Here are two more sets of benchmarks. The first is 1.3.10 (as before), but run under Windows 7 x64, so you can see what impact switching the operating system has on the results; the driver is the exact same as the one I produced the Vista x64 results with. The second set is 1.3.13 on Windows 7.

The first set shows that Windows 7 is faster than Vista, and the second set shows that 1.3.13 is faster than 1.3.10 (but you knew that already). Now I'm interested how XP compares.
Spoiler: 1.3.10 (Windows 7)
Spoiler: 1.3.13 (still Windows 7)
And here's a graph of my CPU usage at the TUTNT save:
The dip near the beginning was when the melt effect was running.
The dip near the beginning was when the melt effect was running.
cpugraph.png (21.06 KiB) Viewed 2719 times
Finally, a graph of GPU-Z over the same scene, showing that my graphics card is being dramatically underutilized:
gpugraph.png
gpugraph.png (9.86 KiB) Viewed 2719 times
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Graf Zahl
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Re: GZDoom benchmarks - next round

Post by Graf Zahl »

randy wrote: And here's a graph of my CPU usage at the TUTNT save:
Finally, a graph of GPU-Z over the same scene, showing that my graphics card is being dramatically underutilized:
gpugraph.png

I can't say I am surprised by that. Especially on modern cards the bottleneck is clearly in the data transferring stage - especially on ATI which seems to be much, much slower there than NVidia.

The worst thing is that the driver seems to stall the CPU several times during that so that the CPU and GPU don't run in parallel.

All the time differences between ATI and NVidia are in the calls that actually draw something. It's only the 'Render' times that are too high with your values.
Dethernal
Posts: 31
Joined: Thu Jan 22, 2009 20:48

Re: GZDoom benchmarks - next round

Post by Dethernal »

I think that it is necessary to depart from the BSP in the implementation for ZDoom. Need to amalgamate the nodes of a binary tree, at the same time take note of the 3d floor. This result should provide a more friendly format for GZDoom. In addition, you may need to create a truly "static light", which as an object on the map does not exist, but is simply clarifying figure. Then we can-it-to get more realistic lighting (for example, which does not pass through the 3d floor, walls, and perhaps even only partially passes through the transparent textures. We would have Lightmaps, which had to be-to keep close to our nodes (which we modified so that the node there - a whole room)
Now a processor create limit of performance. Because the number of polygons in our small, they could, would send at once all in the buffer and not to puzzle over the BSP in general.
Sorry for my bad English.
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Graf Zahl
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Re: GZDoom benchmarks - next round

Post by Graf Zahl »

I don't see this happen. Doom's map geometry is far too dynamic for any such major change.

It's not possible to precalculate anything height related because it can change at any point.
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Graf Zahl
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Re: GZDoom benchmarks - next round

Post by Graf Zahl »

BTW, I did some checks with a few older GZDoom's today. Using MAP09 from Hellcore, looking down over the town from the steeple I got these results:

v 0.9.02: 26 fps
v 1.0.00: 32 fps
v 1.1.00: 48 fps
v 1.2.00: 42 fps (this was the first version where shaders could be used properly and this is the cause for the drop because the shaders in this version introduced some inefficiencies into the code)
v 1.3.10: 50 fps
v 1.3.17: 64 fps

Quite an improvement I have to say. In fact this is much more than I would ever have anticipated. :)
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Gez
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Re: GZDoom benchmarks - next round

Post by Gez »

Twice as fast as v1.0, indeed that's nice.
Dethernal
Posts: 31
Joined: Thu Jan 22, 2009 20:48

Re: GZDoom benchmarks - next round

Post by Dethernal »

Graf Zahl wrote:I don't see this happen. Doom's map geometry is far too dynamic for any such major change.

It's not possible to precalculate anything height related because it can change at any point.
It's posiible for 3d floor with control sector tag = 0 ;)
in complicated maps more than half render scene time takes a BSP calculation. For example : Sceogsh 2 Map02 - without ALL things(only playerstart), slopes, lights, skyboxes, 3d floors a engine create 95 FPS on my computer (in point near a bridge). all maps contain less polygons, than may be collect my video card, then we can put ALL of there in buffer ang get ~1000 FPS. but we put one after the other polygon, and make tests. Why?
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Graf Zahl
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Re: GZDoom benchmarks - next round

Post by Graf Zahl »

That will never work. Reducing the amount of polygons to be processed is still the biggest speed boost that can be done for a game.
Dethernal
Posts: 31
Joined: Thu Jan 22, 2009 20:48

Re: GZDoom benchmarks - next round

Post by Dethernal »

Graf Zahl wrote:That will never work. Reducing the amount of polygons to be processed is still the biggest speed boost that can be done for a game.
you can test it. I do not propose to abandon BSP, to suggest that in times bigger in Nodes and each end node at once to write a sequence of vertices, UVs and textures numbers to instantly send it to buffers. maybe something is well done, but in any case, increasing the size of node will benefit (decrease a processor computation - AI, DECORATE and ACS more important, graphics can be left on the video card)
MaxVonSydow
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Re: GZDoom benchmarks - next round

Post by MaxVonSydow »

My benchmark is now online http://files.drdteam.org/index.php/folder/view/oYqLZt8N

Used your settings and played at 1920x1080p

My system:

Mb:Maximus formula 2
Ram:8gb Geil evo ddr2@900 with 4-4-4-12 timings
Cpu:Q9550@3.6
Gpu:Ati HD4870x2 (2gb ram) with catalyst 9.11 drivers.
OS:Windows VIsta 64bit SP2

Did not have time to downsample the screenshots so they are about 1-2mb in size.
I saw that there was another bech in this thread with 4870x2, but he had i7 architecture.
So hope some of the information is still useful.
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Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
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Re: GZDoom benchmarks - next round

Post by Graf Zahl »

You should have used the 'bench' CCMD. Then you'd have had the output as a small text file. ;)
MaxVonSydow
Posts: 2
Joined: Sat Dec 12, 2009 14:26

Re: GZDoom benchmarks - next round

Post by MaxVonSydow »

STUPID ME :P
DaMan
Posts: 15
Joined: Fri Jan 01, 2010 18:00

Re: GZDoom benchmarks - next round

Post by DaMan »

Am I too late? Used 1.4.3 execpt for Phobia which needed an older version. Specs are Athlon64x2 2GHZ Radeon X1800XT.
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