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Re: Intel HD 3000 slow in skulltag

Posted: Fri Jun 01, 2012 20:32
by Graf Zahl
Ok, here you got it:

http://depositfiles.com/files/7zxayuvgh

I put all the WADs and other required files together so it's quite large.

What you need to do is, first bind the 'bench' console command to a key ('bind {key} bench') load one after another, press that key and when you are done, take the 'benchmark.txt file and post it here.

(And sorry that I couldn't find a better filehost. This was the only one which let me upload stuff without registering first.)

Re: Intel HD 3000 slow in skulltag

Posted: Tue Jun 05, 2012 0:06
by ibm5155
it´s ok, if i can download it ^^
thanks again Graf

edit i got a corrupted file ¬¬ but i think it was the wifi, the conection crashed one time...
downloading agin

Re: Intel HD 3000 slow in skulltag

Posted: Thu Jun 07, 2012 2:38
by ibm5155
Tested with gzdoom factory config (just i hide the doom face hud for the simple hud with some numbers...)
Dark Hour
Spoiler:
EDIT:800x600, radial fog, and quality render
Spoiler:
Epic
Spoiler:
EDIT:800x600, radial fog, and quality render
Spoiler:

Hell core
Spoiler:
EDIT:800x600, radial fog, and quality render
Spoiler:
BGPA
Spoiler:
EDIT:800x600, radial fog, and quality render
Spoiler:
Operation Overlord
Spoiler:
EDIT:800x600, radial fog, and quality render
Spoiler:
Phobia
Spoiler:
EDIT:800x600, radial fog, and quality render
Spoiler:
Both sonic maps in one spolier
Spoiler:
EDIT:800x600, radial fog, and quality render
Spoiler:
TUTNT
Spoiler:
EDIT:800x600, radial fog, and quality render
Spoiler:
Zpack
Spoiler:
EDIT:800x600, radial fog, and quality render
Spoiler:
Hmm should i used lights.pk3 and some specific resolution? (640x480 here i think)

EDIT 2 simplified results (before ,640x480, fog standart, render speed, and dark light, after:800x600, fog radial, render quality, doom light)
Spoiler:
EDIT:no savegame for phobos anomaly =/

Re: Intel HD 3000 slow in skulltag

Posted: Thu Jun 07, 2012 8:05
by Graf Zahl
Ok, interesting numbers. They tell me that the rendering power of it isn't really that bad - but the driver sucks badly. There's way too much overhead in it that slows things down dramatically.

Re: Intel HD 3000 slow in skulltag

Posted: Thu Jun 07, 2012 15:42
by ibm5155
well, they´re now more focused in intel HD 4000 drivers .-. , so i can´t expect some new driver for my gpu, at least i´ll check if have some news...

I think for me it´s strange, resolution and fog even change the results in most of the cases, and i think the problem isn´t with dynamic lights and that things (i could have 25 fps with more than 100 plasma balls near to the wall/ceiling), but yes the size of the map drawed on the screen...

Do you think if i got more one 4GB ddr3 ram it would help it? why i think that, what i have seen if i get it, if i have a single memory it would run at 64bits and with two it would run at 128bits...
http://www.youtube.com/watch?v=tTdEEgN-UAg <= i see it have a nice performance in dual channel, could i get the same performance in doom if i get a 4GB ram?

Re: Intel HD 3000 slow in skulltag

Posted: Thu Jun 07, 2012 20:04
by Graf Zahl
No, RAM won't help here.

The problem is not the hardware but the driver. It looks like it doesn't take any advantage whatsoever of multithreading and performs everything it can in the main application thread - including waiting for the result to be drawn. Of course that's slow - extremely slow in fact.

By comparison, the NVidia driver isn't doing anything significant in the application thread. It only sets up some data that's then being processed by a separate helper thread so in the time it gets processed the application can feed more data to the GPU. AMD seems to have the same problem, albeit not this pronounced.

Re: Intel HD 3000 slow in skulltag

Posted: Thu Jun 07, 2012 21:20
by ibm5155
Drivers updated, i tested all again, results:1fps up in some mods xD (Tutnt) and others it stay the same (BGPA...)
and same results in the new gzdoom, i think i can´t do more things for up the fps, thanks Graf for the help.