GZDoom benchmarks - next round

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Moderator: Graf Zahl

User avatar
InsanityBringer
Posts: 137
Joined: Fri Jun 15, 2007 22:59

Re: GZDoom benchmarks - next round

Post by InsanityBringer »

It listed a CPU speed of 2875 MHz. Other than that I didn't notice anything unusual in the log

[spoiler]

Code: Select all

Log started: Mon Nov 02 10:14:47 2009

W_Init: Init WADfiles.
 adding H:/Zdoom/Zdoom/unoffical zdoom/gzdoom.pk3, 539 lumps
 adding H:/Zdoom/Zdoom/DOOM2.WAD, 2919 lumps
I_Init: Setting up machine state.
CPU Speed: 2875 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Athlon(tm) 64 X2 Dual Core Processor 4800+
  Family 15 (15), Model 107, Stepping 2
  Features: MMX MMX+ SSE SSE2 SSE3 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © 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: Radeon X1950 Pro
GL_VERSION: 2.1.8543 Release
GL_SHADING_LANGUAGE_VERSION: 1.20
GL_EXTENSIONS: GL_AMD_performance_monitor GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex 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_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_compression 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_transpose_matrix 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_EXT_abgr GL_EXT_bgra 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_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters 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_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_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod 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_AMDX_gpu_association 
Max. texture units: 16
Max. fragment uniforms: 512
Max. vertex uniforms: 512
Max. varying: 44
Max. combined uniforms: 44
Max. combined uniform blocks: 44
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 1280 x 1024
[/spoiler]
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom benchmarks - next round

Post by Graf Zahl »

Is that speed correct?

I'm just asking because the timer I'm using for profiling only works if the CPU speed is calculated correctly.
User avatar
InsanityBringer
Posts: 137
Joined: Fri Jun 15, 2007 22:59

Re: GZDoom benchmarks - next round

Post by InsanityBringer »

I think it should be correct. However, my dad was screwing around with overclocking before I took over this machine. That may have a effect (though that speed looks about correct to what he got it to)
playerlin
Posts: 62
Joined: Sat Sep 23, 2006 6:28
Location: Taipei county, Taiwan

Re: GZDoom benchmarks - next round

Post by playerlin »

Test take 2 with GZDoom v1.3.09 beta(r597)
(Sorry, I made a mistake before, my ATi Catalyst(TM) driver is v9.9 not 9.8...)

And I post that log... damn! A lot of shader linking/compile fail message...

[spoiler]---
Log started: Tue Nov 03 11:37:16 2009

W_Init: Init WADfiles.
adding E:/2/testgzdoom/gzdoom.pk3, 539 lumps
adding doom2.wad, 2919 lumps
I_Init: Setting up machine state.
CPU Speed: 2680 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) D CPU 2.66GHz
Family 15, Model 4, Stepping 7
Features: MMX SSE SSE2 SSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright ?Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.22.06
Could not ascertain driver capabilities. Some things may be weird. (Error 61)
Init failed for output type OpenAL. Retrying with DirectSound.
Buffer creation failed. Retrying with PCM-16 output.
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 4350
GL_VERSION: 2.1.8918
GL_SHADING_LANGUAGE_VERSION: 1.40
GL_EXTENSIONS: 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.
Init Shader 'Default::default+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'Default::glow+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'Default::desaturate+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'Default::glow+desaturate+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'Warp 1::default+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'Warp 1::glow+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'Warp 1::desaturate+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'Warp 1::glow+desaturate+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'Warp 2::default+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'Warp 2::glow+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'Warp 2::desaturate+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'Warp 2::glow+desaturate+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'Brightmap::default+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'Brightmap::glow+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'Brightmap::desaturate+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'Brightmap::glow+desaturate+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'No Texture::default+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'No Texture::glow+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'No Texture::desaturate+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Init Shader 'No Texture::glow+desaturate+dynlight':
Vertex shader:
Vertex shader was successfully compiled to run on hardware.

Vertex shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:3: error(#105) #version must occur before any other statement in the program
ERROR: error(#273) 1 compilation errors. No code generated


Linking:
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.


Resolution: 800 x 600
---[/spoiler]


Then...

I picked up 4 WAD that was got worse result in my test 1...

(Screenshot here : http://playerlin.googlepages.com/gzdoom ... _shots.rar )


tutnt.pk3 with -vbo 0 (TUTNTvbo0.PNG) 7-9fps (more on 8fps)
tutnt.pk3 with -sm2 (TUTNTsm2.PNG) 9-10fps (always on 10fps)
(Still damn! XD)

phobiata.wad with -vbo 0 (PHOBIATAvbo0.PNG) 14-15fps
phobiata.wad with -sm2 (PHOBIATAsm2.PNG) 14fps


HC20.WAD with -vbo 0 (HC20vbo0.PNG) 18-19fps
HC20.WAD with -sm2 (HC20sm2) 18-19fps (always 18fps)


njbgpabh.pk3 with -vbo 0 (NJBGPABHvbo0.PNG) 18-20fps (always on 19fps)
njbgpabh.pk3 with -sm2 (NJBGPABHsm2.PNG) 18-19fps (18...19......18...19......18...19)

Extra test XD! (PAR.WAD)

PAR.WAD no lights.pk3 with -vbo 0 (PARvbo0.PNG) 34-36fps
PAR.WAD lights.pk3 loaded with -vbo 0 (PAR2vbo0.PNG) 23-24fps

PAR.WAD no lights.pk3 with -sm2 (PARsm2.PNG) 37fps
PAR.WAD lights.pk3 loaded with -sm2 (PAR2sm2.PNG) 30-31fps

Hmm... this card is damn sucks... :3
Nuxius
Posts: 106
Joined: Fri Sep 02, 2005 9:15
Location: Texas

Re: GZDoom benchmarks - next round

Post by Nuxius »

Sonic results for my 8800GTS 640:

Sonic 1: FPS: 123; W: 0.51/0.00/0.41/0.65; F: 0.55/0.12; S: 0.36/0.23; All: 7.36/2.77/2.50/2.08/0.05
http://i35.tinypic.com/nqlua.jpg

Sonic 2: FPS: 85; W: 1.93/0.00/1.02/1.30; F: 0.58/0.20; S: 0.60/0.38; All: 10.90/4.47/4.87/1.52/0.07
http://i38.tinypic.com/6ygqpe.jpg

Still working on getting results for the 7900GS. When I was over there I realized it needed driver updates, bad. :p
InsanityBringer wrote:It listed a CPU speed of 2875 MHz. Other than that I didn't notice anything unusual in the log
AMD only made four different types of the Athlon 64 X2 4800+: two at 2.5GHz, and two at 2.4GHz, so it's slightly overclocked.
http://products.amd.com/en-us/DesktopCPUResult.aspx
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom benchmarks - next round

Post by Graf Zahl »

@playerlin:

Thanks. This actually helped. Apparently ATI does not like mixing VBO with immediate mode. The non-VBO tests are better across the board - even if it isn't much.

But it's at least something and finally explains why I got a report about a performance drop from 1.2.1 to the 1.3 betas.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom benchmarks - next round

Post by Graf Zahl »

Nuxius wrote:
Sonic 1: FPS: 123; W: 0.51/0.00/0.41/0.65; F: 0.55/0.12; S: 0.36/0.23; All: 7.36/2.77/2.50/2.08/0.05
http://i35.tinypic.com/nqlua.jpg

Sonic 2: FPS: 85; W: 1.93/0.00/1.02/1.30; F: 0.58/0.20; S: 0.60/0.38; All: 10.90/4.47/4.87/1.52/0.07
http://i38.tinypic.com/6ygqpe.jpg

Ok. This is really strange. My card shows an abnormal performance drop on these maps compared to everything else I got results for. SSD has a lot of skybox abuse and I use occlusion query to reduce the load. Apparently this only stalls my card - for whatever reason... :?
Da Snoop
Posts: 14
Joined: Sat Sep 08, 2007 20:50
Location: Czech Republic

Re: GZDoom benchmarks - next round

Post by Da Snoop »

I made this benchmark with the GZDoom 1.3.09 beta (from GZDoom site, download section).

System specs:

CPU: 3.12 GHz (AMD Athlon(tm) 64 X2 Dual Core 6000+)
RAM: 3 GB
GPU: ASUS EAH3650 Series SILENT, 512 MB (ATI chipset, on Radeon HD 3600 Series drivers)

Resolution: 1440x900
Spoiler: Hellcore 2.0
Spoiler: Phobos: Anomaly Reborn (par.wad)
Spoiler: Knee-Deep in ZDoom (kdizd_11.pk3)
Spoiler: Phobia: The Age
Spoiler: ZPack
Spoiler: The Ultimate Torment & Torture
Spoiler: The Darkest Hour
Spoiler: Super Sonic Doom
Spoiler: BGPA Missions Liberation
Spoiler: Operation Overlord
Spoiler: EPIC
However, I haven't seen any dynamic light in the game. I tried to load just an IWAD with lights.pk3, but no lights anywhere. The dynamic lights are enabled in the options and it doesn't work with 'Use Shaders For Lights option ON/OFF' either.

EDIT:
I don't understand the 'frame rate caped to 60' when Vsync is ON. I just loaded Hellcore save and for fun typed the 'vid_fps 1' in the console. Lo and behold, the frame rate kept around 270. I looked at the Vsync in menu and it was ON. When I turned it OFF, the frame rate raised to 390. lol

I'm using the v1.2.0 (r303M) / ZDoom 2.3.0 (r1456) GZDoom for regular play.

EDIT 2:
Allright, I added the Ultimate TNT numbers. Thanks playerlin for the help.
Last edited by Da Snoop on Thu Nov 05, 2009 7:20, edited 1 time in total.
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Re: GZDoom benchmarks - next round

Post by playerlin »

Da Snoop wrote: I couldn't load the savegame with the version from idgames archive (link in first post), or the one from Realm667 site either.
Gez wrote:
Enjay wrote:It would seem that the test version is 105 but Torm now has 106 on his site. :?
I just renamed tutnt.pk3 into tutnt-v105.pk3 and it worked and it liked it!

Just like Gez said, rename the damned tutnt.pk3 to tutnt-v105.pk3 and it should can be loads. :wink:
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Graf Zahl
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Re: GZDoom benchmarks - next round

Post by Graf Zahl »

I made one important ATI related change in 1.3.10 so I'd like to see results from one system that was tested before to see if it makes any difference.

If this test goes well I'll do an official release this weekend.
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Re: GZDoom benchmarks - next round

Post by randy »

Okay, here. It's generally faster, but not by a huge amount. The main exception is P:AR with shader lights, which is slower, but the lights are also working now, where they didn't before, so take that for what it's worth.
Spoiler: Benchmarks with 1.3.10 beta
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Re: GZDoom benchmarks - next round

Post by Graf Zahl »

The shader lights slowdown is comparable with what I get on that map (75 to 68 fps.) Interestingly, it's the only map I tested so far where shader lights are slower than texture lights. On nearly everything else they are marginally faster or the same. The old version was faster because it did not render these lights at all.

As for the general speed, interesting results considering that I disabled the VBO for flat rendering. One should have expected the opposite... I have no idea what ATI's driver is doing It just makes no sense.


Overall these results pretty much match what I got with NVidia's 175.xx driver on my GF 8600. The new 191.07 is a lot faster though.
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Re: GZDoom benchmarks - next round

Post by Nuxius »

Core 2 Duo E6300
2GB RAM
GeForce 7900GS 256MB

Two things I noticed were that radial fog was not an option, only off or standard (and yes, all the shader options were on, including shaders for fog, I triple checked). Also, there was no option to enable shader lights, hence only 2 tests for PAR.

I'll get the results for the rest of the maps to you tomorrow, ran out of time today.

Spoiler: Benchmarks with 1.3.11 beta
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Re: GZDoom benchmarks - next round

Post by Graf Zahl »

That mostly matches my GF 8600 with the exception of the 2 Sonic levels where I always get far worse results than any other card that gets tested...
Nuxius wrote:Core 2 Duo E6300
2GB RAM
GeForce 7900GS 256MB

Two things I noticed were that radial fog was not an option, only off or standard (and yes, all the shader options were on, including shaders for fog, I triple checked). Also, there was no option to enable shader lights, hence only 2 tests for PAR.
Those 2 features are only available on SM 4 cards (i.e. Geforce 8 series)
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Re: GZDoom benchmarks - next round

Post by Da Snoop »

CPU: 3.12 GHz, AMD Athlon 64 X2 Dual Core 6000+
RAM: 3 GB
GPU: 512 MB, ASUS EAH3650 Series SILENT (ATI chipset, Radeon HD 3600 Series drivers)
Spoiler: 1.3.11 benchmarks
Updated drivers (from 9.8 to 9.10 Catalyst) before doing benchmarks.

With the shaders for lights ON I get incredible fps drop and some kind of texture bleeding.
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