Intel HD 3000 slow in skulltag

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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ibm5155
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Intel HD 3000 slow in skulltag

Post by ibm5155 »

Sorry i couldn´t test the laggers mods in gzdoom because the don´t run on it =/
they is azkos city and jump maze 2 map33.

Why i´m posting this? because the same maps runs with much more fps in a geforce9400gt.

Intel HD 3000=>12 unified pipelines, core350-1350MHz shader core:350-1350MH, DDR3 memory.
Geforce 9400gt=>16 unified pipelines core 450MHz shader core:1100MHz.

corparation
Spoiler:
So here am I, why is the reason for the HD 3000 be slower than a 9400GT in big and detailed areas?
and another two questions, the fog shouldn´t up the fps and not lower?
and why in radiant fog 3D weapons get strange lights on it?

That´s it, i hope i didn´t :chaingun: your time ^^
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Graf Zahl
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Re: Intel HD 3000 slow in skulltag

Post by Graf Zahl »

Your question is not easily answered. Obvioulsy the hardware can't handle certain things as well as others but that's not something that's easy to find.

Out of curiosity, how does GZDoom fare on a larger map? You just say Skulltag is slow but how about some actual values? Also, Skulltag's renderer is quite far behind. GZDoom has been optimized quite a bit since they updated the last time.
ibm5155
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Re: Intel HD 3000 slow in skulltag

Post by ibm5155 »

Running the biggest map that i could run in gzdoom and skulltag (dawn of reality) i got 11fps on gzdoom and 13fps looking on skulltag (both i add hunters moon, for the models take some fps) i take a print and both was in the same place i took...

I think the problem of the lag is the large numerous of sectors that player is seeing, i don´t know why i got less fps in a newer gpu (intel hd 3000) than an older geforce9400gt...

Graf, the bsp create the map ok, the sectors are done by gpu or processor?
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Graf Zahl
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Re: Intel HD 3000 slow in skulltag

Post by Graf Zahl »

Newer != better.

Also, the drivers make a lot of difference.
NVidia's drivers are known to be well performing with GL in immediate mode and large numbers of state changes.
AMD, on the other hand, has a lot more overhead in its OpenGL calls that easily make a performance difference of 2 graphics card generations.
Intel doesn't seem to be good at this, either.

So with modern Intel or AMD cards such old fashioned engines tend to perform much worse, especially on large maps.
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Gez
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Re: Intel HD 3000 slow in skulltag

Post by Gez »

ibm5155 wrote:newer gpu (intel hd 3000) than an older geforce9400gt...
A new Intel vs. an old Nvidia? Heh.

Who would run the fastest, a newborn turtle or an adult race horse?
DaMan
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Re: Intel HD 3000 slow in skulltag

Post by DaMan »

Try turning off all shader effects. IIRC Intel's EUs double as TMUs as well as shaders.
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Graf Zahl
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Re: Intel HD 3000 slow in skulltag

Post by Graf Zahl »

If the card reports SM4 the only way to do that is to start with -sm3 on the command line.
ibm5155
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Re: Intel HD 3000 slow in skulltag

Post by ibm5155 »

here is my test on gzdoom with D.O.R
PS:change the resolution´ll not affect in fps
Spoiler:
things that i note, models and dynamic lights don´t affected the fps drop
screenshot from the same place with hunters moon (not tested)
Image

Graf, do you still have the gzdoom benchmarks for testing?
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Graf Zahl
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Re: Intel HD 3000 slow in skulltag

Post by Graf Zahl »

ibm5155 wrote:here is my test on gzdoom with D.O.R
PS:change the resolution´ll not affect in fps
Spoiler:

These values are a clear indicator that the limiting factor is the OpenGL driver.
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Graf Zahl
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Re: Intel HD 3000 slow in skulltag

Post by Graf Zahl »

I reuploaded the benchmarks. Here's the link:

Link


I'm not sure if the savegames are compatible with 1.5.06. If not you need to download 1.5.03, which you can find here:

Link
ibm5155
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Re: Intel HD 3000 slow in skulltag

Post by ibm5155 »

Sorry for the late repply, but the link is broken >.<
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Graf Zahl
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Re: Intel HD 3000 slow in skulltag

Post by Graf Zahl »

Sorry. I don't know what happened. Unfortunately I lost the files due to a HD crash so I can't reupload them again.
ibm5155
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Re: Intel HD 3000 slow in skulltag

Post by ibm5155 »

I did some more tests and i discovered somethings, in map23 i got 23 fps in 1024x768 O_O (looking to all the barrels)
And in big maps like the jum maze map33, i got 25 fps, but if i disable the textures i got 60fps O_O (dynamic lights, filters, quality/speed and fog didn´t change more than 2fps)

Could this be because of the gpu ram?
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Graf Zahl
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Re: Intel HD 3000 slow in skulltag

Post by Graf Zahl »

No idea. Good news in another way though. I found my benchmark stuff on an old CD. I'm going to upload it so that you can do some tests with maps I know.
ibm5155
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Re: Intel HD 3000 slow in skulltag

Post by ibm5155 »

=D
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