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Re: GZDoom benchmarks. Help needed!
Posted: Mon Jun 15, 2009 20:00
by Enjay
SoulPriestess wrote:Enjay, check your video card control panel. Some video cards have an option to force VSync on.
This looks like the option in the NVidia control panel.
It's currently set to use the 3D application setting. I'll try the other options and see what happens.
[edit] Nope. All 3 settings behave the same: When I start GZdoom it is clamped to 60fps despite vsync apparently being off. When I type vid_vsync 0 at the console the fps value increases. [/edit]
Re: GZDoom benchmarks. Help needed!
Posted: Mon Jun 15, 2009 20:13
by Rachael
Enjay wrote:When I type vid_vsync 0 at the console the fps value increases.
So, it goes above 60?
Re: GZDoom benchmarks. Help needed!
Posted: Mon Jun 15, 2009 20:35
by Enjay
Yes.
For example,
I start Doom2 and type vid_fps 1 and it shows 60 fps at the map01 start point.
I type vid_vsync and it reports "false" indicating that GZdoom recognises that vsync is off. However, my fps value is still 60.
Then I type vid_vsync 0 and my fps value jumps to around 1350fps indicating that somehow, somewhere vsync had been active until I typed vid_vsync 0.
[edit] BTW, this is only with GZdoom. Zdoom seems to not need to be told not to use vsync and does not cap the frame rate when I start. [/edit]
Re: GZDoom benchmarks. Help needed!
Posted: Tue Jun 16, 2009 0:14
by Osiris Kalev
Okay Graf, I'll make sure that V_Sync is off next time. I had it turned off in the menu, but the obviousness of it still being on did not hit me.
You'll have your new results in around 11 hours, after I finish work.
Re: GZDoom benchmarks. Help needed!
Posted: Tue Jun 16, 2009 0:38
by Graf Zahl
Enjay wrote:
[edit] BTW, this is only with GZdoom. Zdoom seems to not need to be told not to use vsync and does not cap the frame rate when I start. [/edit]
Sounds suspiciously like a problem with OpenGL then.
Re: GZDoom benchmarks. Help needed!
Posted: Tue Jun 16, 2009 5:36
by Edward850
Re: GZDoom benchmarks. Help needed!
Posted: Tue Jun 16, 2009 13:51
by Gez
Is the FPS counter reliable? By curiosity I ran again one of these saves which indicated a spuriously low FPS. But instead of just tinkering with the menu and taking a snapshot, I explored the level. And while the counter remained below 5, it felt more like 20 FPS. It was definitely much more smooth than, say, Morrowind+
MGE at the same displayed FPS values.
Re: GZDoom benchmarks. Help needed!
Posted: Fri Jun 19, 2009 19:08
by playerlin
CPU : AMD A64 X2 3600+ (2.0GHz)
Memory : A-DATA DDR2 800Mhz 1GB * 2
Display card : MSI NX8600GT-OC (256MB DDR2 Memory) 580MHz/800MHz (BIOS Version:60.84.51.00.17)
OS : Windows XP SP3
Display driver verions: 182.06
Launch WADs with Drag'n'Drop to GZDoom.exe.
(I was cannot do this test due my GZDoom can't find savegames I downloaded.
Later, I discovered GZDoom reads savegames from "C:\Documents and Settings\Administrator\"
when I used Drag'n'Drop method to load PWADs......I don't know if it's a bug or not.)
Run in 800x600 ,Fullscreen
vertical sync is off, rendering quality is "speed", fog mode to "radial".
Result:
(Screenshots :
http://playerlin.googlepages.com/screenshots.rar)
HC20.WAD (HC20.PNG)
22 - 24 fps
KDIZD_11.WAD (KDIZD_11.PNG)
35 - 41 fps
PAR.WAD (PAR_01.PNG)
46 - 49 fps
PAR.WAD with lights.pk3 (PAR_02.PNG)
39 - 41 fps
Phobiata.wad (phobiata.png)
16 - 17 fps
TUTNT.WAD (TUTNT.PNG)
14 - 15 fps
zPack.wad (zPack.png)
22 - 23 fps
(My INI file is in attachment.

)
Re: GZDoom benchmarks. Help needed!
Posted: Thu Jun 25, 2009 14:22
by GuntherDW
I wanted to show some results from a linux build, because performance always was a little below par to the windows version,
but when i use stat rendertimes, all of the numbers on the bottom just stay at 0.00.
even with a clean config it sits there at 0.00
Re: GZDoom benchmarks. Help needed!
Posted: Fri Oct 02, 2009 9:21
by Graf Zahl
I'd really be interested how this benchmark performs on the same systems with the latest drivers, especially NVidia.
Updating gradually from 169.xx to 191 beta I got massive speed improvements on my GF8600 (up to 50% faster on the Hellcore map.) and it'd be interesting if other cards benefit as much from the driver improvements.
Re: GZDoom benchmarks. Help needed!
Posted: Fri Oct 02, 2009 10:41
by Enjay
I can run the tests again when I get home. Are the savegames compatible with the current SVN version or do you want the older version to be used again?
Re: GZDoom benchmarks. Help needed!
Posted: Fri Oct 02, 2009 11:55
by Gez
Enjay wrote:Are the savegames compatible with the current SVN version
No. The MINSAVEVER value has been bumped up a few times in the meantime. It's currently set at ZDoom r1848. GZDoom r343 was at ZDoom r1648 (technically r1651, but its version file had not been updated).
Re: GZDoom benchmarks. Help needed!
Posted: Fri Oct 02, 2009 14:51
by Graf Zahl
Repeat the test with the old version. Using the new one would falsify the results anyway. I did a comparison with 2 scenes today and the latest build seems a bit faster than the old one.
Re: GZDoom benchmarks. Help needed!
Posted: Fri Oct 02, 2009 17:15
by Enjay
Graf Zahl wrote:Repeat the test with the old version. Using the new one would falsify the results anyway.
Ah, of course it would.
Don't suppose you have a built copy of the required revision handy that you could upload do you?
Re: GZDoom benchmarks. Help needed!
Posted: Tue Oct 06, 2009 15:25
by jengelh
Graf Zahl wrote:- make sure that all shader options in the GL menu are set 'on' and rendering quality is set to 'speed', vertical sync 'off' and fog mode to 'radial'.
I do not have any shaders in the GL options menu; only fog modes available are "off" and "standard". Does a — yes, old — NV11 ("GF2MX400") even use the code you are trying to test?