GZDoom benchmarks - next round
Moderator: Graf Zahl
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
GZDoom benchmarks - next round
I am starting another round of benchmarks to see how the new versions perform. Here's 11 savegames for a few levels that show specific performance characteristics I'd like to check:
http://grafzahl.drdteam.org/other/bench_saves.7z
The savegames are for v1.3.x beta. Please get the latest one (at least 1.3.5) that's available from the downloads page.
And here's the link to the WADs which contain the levels:
Hellcore 2.0
Phobos: Anomaly Reborn
Knee-Deep in ZDoom
Phobia: The Age
ZPack
Ultimate TNT
The Darkest Hour
Super Sonic Doom
BGPA Missions Liberation
Operation Overlord
EPIC
So what to do?
For each of the mods:
- Start GZDoom, loading only the WAD/PK3 in question (Use -noautoload to avoid any interference from stuff you normally use, please.)
- Use the following settings:
* shader options: all on (if available in the menu)
* fog mode: Radial
* Light mode: Doom
* Vertical sync: off
* Rendering quality: Quality
- At the console, enter 'vid_fps 1' and 'stat rendertimes'.
- Load the savegame
- Bind a key to the 'bench' console command to a key and press this once for each level.
- For Super Sonic Doom there's 2 savegames. Please check both.
- Do the same with P:AR with lights.pk3 loaded. It working please do this with 'Shaders for dynamic lights' off and on.
Post the numbers here, including your system specs, especially the graphics card you use.
http://grafzahl.drdteam.org/other/bench_saves.7z
The savegames are for v1.3.x beta. Please get the latest one (at least 1.3.5) that's available from the downloads page.
And here's the link to the WADs which contain the levels:
Hellcore 2.0
Phobos: Anomaly Reborn
Knee-Deep in ZDoom
Phobia: The Age
ZPack
Ultimate TNT
The Darkest Hour
Super Sonic Doom
BGPA Missions Liberation
Operation Overlord
EPIC
So what to do?
For each of the mods:
- Start GZDoom, loading only the WAD/PK3 in question (Use -noautoload to avoid any interference from stuff you normally use, please.)
- Use the following settings:
* shader options: all on (if available in the menu)
* fog mode: Radial
* Light mode: Doom
* Vertical sync: off
* Rendering quality: Quality
- At the console, enter 'vid_fps 1' and 'stat rendertimes'.
- Load the savegame
- Bind a key to the 'bench' console command to a key and press this once for each level.
- For Super Sonic Doom there's 2 savegames. Please check both.
- Do the same with P:AR with lights.pk3 loaded. It working please do this with 'Shaders for dynamic lights' off and on.
Post the numbers here, including your system specs, especially the graphics card you use.
Last edited by Graf Zahl on Mon Apr 12, 2010 13:20, edited 1 time in total.
- Gez
- Developer
- Posts: 1399
- Joined: Mon Oct 22, 2007 16:47
Re: GZDoom benchmarks - next round
11 mods + one extra save = 12. I saw no save for ZPack in the bundle.Graf Zahl wrote:Here's 11 savegames for a few levels that show specific performance characteristics I'd like to check:
1. Hellcore 2.0
2. Phobos: Anomaly Reborn
3. Knee-Deep in ZDoom
4. Phobia: The Age
5. ZPack
6. Ultimate TNT
7. The Darkest Hour
8. Super Sonic Doom
9. BGPA Missions Liberation
10. Operation Overlord
11. EPIC
- For Super Sonic Doom there's 2 savegames. Please check both.
Note that while vsync is off in the GZDoom settings, FPS are still capped to 60 on my laptop. Must be a driver setting. Playing in fullscreen mode doesn't lift that cap, but ZDoom is not affected by it.
Typical log:
[spoiler]
[/spoiler]Log started: Wed Oct 28 22:52:45 2009
W_Init: Init WADfiles.
adding D:/Jeux/Doom/gzdoom.pk3, 539 lumps
adding doom2.wad, 2919 lumps
adding EPIC.WAD, 775 lumps
I_Init: Setting up machine state.
CPU Speed: 1995 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM)2 Duo CPU P7350 @ 2.00GHz
Family 6, Model 23, Stepping 6
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.24.16
Sample rate 44100 is unsupported. Trying 48000.
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.
Unknown key Radius encountered in Thing 97.
Patch installed
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: NVIDIA Corporation
GL_RENDERER: GeForce 9600M GT/PCI/SSE2
GL_VERSION: 3.1.0
GL_SHADING_LANGUAGE_VERSION: 1.40 NVIDIA via Cg compiler
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_geometry_shader4 GL_ARB_imaging 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_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine 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_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_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_direct_state_access 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_EXTX_framebuffer_mixed_formats 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_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap 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_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_sRGB GL_EXT_texture_swizzle GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NV_vertex_buffer_unified_memory GL_NV_shader_buffer_load GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
WGL_EXTENSIONS: WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_ARB_create_context WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
Max. texture units: 32
Max. fragment uniforms: 2048
Max. vertex uniforms: 4096
Max. varying: 60
Max. combined uniforms: 198656
Max. combined uniform blocks: 36
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 800 x 600
Playing in 800x600 windowed, aniso 8x trilinear, RGBA8, HQ resize off, no precache, offscreen camtex off. Or, for the ini infodump:
[spoiler]
[/spoiler][GlobalSettings]
gl_distfog=70
gl_light_ambient=20
gl_billboard_mode=0
gl_particles_style=2
gl_sprite_blend=false
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=true
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
vid_contrast=1
vid_brightness=0
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
midi_timiditylike=false
midi_voices=32
midi_config=timidity.cfg
snd_midiprecache=false
opl_onechip=false
timidity_frequency=22050
timidity_pipe=60
timidity_mastervolume=1
timidity_byteswap=false
timidity_8bit=false
timidity_stereo=true
timidity_reverb=0
timidity_chorus=0
timidity_extargs=
timidity_exe=timidity.exe
snd_mididevice=-1
spc_amp=1
mod_autochip_scan_threshold=12
mod_autochip_size_scan=500
mod_autochip_size_force=100
mod_autochip=false
mod_interp=1
mod_volramp=0
mod_samplerate=0
mod_dumb=true
snd_sfxvolume=0.5
snd_output=default
snd_buffersize=0
snd_samplerate=44100
snd_musicvolume=0.3
snd_waterlp=250
snd_midipatchset=
snd_output_format=PCM-16
snd_speakermode=Auto
snd_resampler=Linear
snd_waterreverb=true
snd_hrtf=false
snd_buffercount=0
snd_driver=0
r_smoothlighting=false
r_columnmethod=1
crosshairgrow=false
crosshairscale=false
crosshairhealth=true
crosshaircolor=ff 00 00
crosshairforce=false
crosshair=6
map_point_coordinates=true
vid_forceddraw=false
gl_vid_allowsoftware=false
gl_vid_multisample=0
showendoom=0
joy_xinput=true
queryiwad_key=shift
joy_ps2raw=true
snd_movievolume=1
mouse_capturemode=1
in_mouse=0
m_filter=false
m_noprescale=false
use_mouse=true
k_mergekeys=true
k_allowfullscreentoggle=true
joy_dinput=true
cd_drive=
cd_enabled=true
vid_winscale=1
fullscreen=false
vid_renderer=1
win_y=56
win_x=268
bgamma=1
ggamma=1
rgamma=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=600
vid_defwidth=800
Gamma=1.1
snd_flipstereo=false
snd_channels=12
cl_noprediction=false
telezoom=true
chase_dist=90
chase_height=-8
nomonsterinterpolation=false
png_gamma=0
png_level=5
vid_tft=false
show_messages=true
mouse_sensitivity=1
screenshot_dir=
screenshot_type=png
screenshot_quiet=false
use_joystick=false
autosavecount=4
disableautosave=0
autosavenum=1
smooth_mouse=false
m_side=2
m_forward=1
m_yaw=1
m_pitch=1
lookstrafe=false
freelook=true
invertmouse=false
cl_run=true
demo_compress=true
storesavepic=true
nofilecompression=false
cl_capfps=false
defaultiwad=doom2
queryiwad=true
con_ctrl_d=
[GlobalSettings.Unknown]
gl_usevbo=false
gl_blendcolormaps=true
gl_vid_refreshHz=0
snd_modplug=false
snd_mod_mastervolume=192
gl_usearrays=false
gl_lights_debug=false
gl_enhanced_lightamp=true
gl_depthfog=true
gl_glsl_renderer=false
gl_clamping_bug=false
gl_bulletlight=true
r_detail=0
snd_matrix=false
snd_surround=true
snd_fpumixer=false
snd_3d=false
snd_midivolume=0.5
opl_enable=false
opl_frequency=49716
spc_frequency=32000
spc_quality=1
spc_noecho=false
spc_oldsamples=false
spc_surround=false
spc_lowpass=false
spc_stereo=true
spc_8bit=false
[Doom.ConsoleVariables]
gl_lightmode=2
gl_fogmode=2
gl_enhanced_nightvision=true
gl_weaponlight=8
gl_spriteclip=1
gl_interpolate_model_frames=true
gl_precache=false
gl_texture_usehires=true
snd_pitched=false
r_maxparticles=4000
r_drawfuzz=true
r_stretchsky=true
screenblocks=11
r_deathcamera=false
transsouls=0.75
st_scale=true
cl_maxdecals=1024
cl_spreaddecals=true
dimcolor=ff d7 00
dimamount=0.2
hud_scale=false
allcheats=false
cl_bloodtype=0
cl_pufftype=0
addrocketexplosion=false
cl_missiledecals=true
cl_bloodsplats=true
r_rail_trailsparsity=1
r_rail_spiralsparsity=1
r_rail_smartspiral=false
cl_rockettrails=1
[Doom.LocalServerInfo]
maxviewpitch=90
sv_corpsequeuesize=64
forcewater=false
sv_smartaim=2
sv_disableautohealth=false
sv_dropstyle=2
compatflags=4
[Doom.UnknownConsoleVariables]
sv_rocketsmoke=false
fs_forcecompatible=false
wallglowheight=128
wallglowfactor=0.6
am_ovtrans=1
am_usecustomcolors=true
snd_interpolate=1
Computer specs:
* nVIDIA Geforce 9600M GT 3D Graphic Card (Built-in DDR3 512 MB VRAM)
* Intel CoreDuo P7350 2GHz
* 4 gigabyte of RAM
* Windows Vista 32 OEM
Here's my benchmarks screenshots.
Hellcore: FPS: 38; W: 6.54/0.00/2.33/2.95; F: 1.95/0.57; S: 0.09/0.023; All: 30.26/11.14/13.21/0.00/5.85
[spoiler]

P:AR (no light): FPS: 59; W: 1.32/0.00/0.95/1.35; F: 0.35/0.19; S: 0.14/0.25; All: 16.46/2.61/4.68/0.00/9.09
[spoiler]

P:AR (lights): FPS: 55; W: 3.28/0.00/0.92/1.33; F: 2.49/0.27; S: 0.20/0.20; All: 13.31/6.76/4.57/0.00/1.90
[spoiler]

KDiZD: FPS: 57; W: 2.08/0.13/1.12/2.95; F: 1.13/0.27; S: 0.08/0.26; All: 17.52/6.49/6.10/5.54/1.15
[spoiler]

Phobia: FPS: 34; W: 9.02/2.07/3.77/1.26; F: 2.07/1.31; S: 0.04/0.10; All: 28.02/14.45/10.36/0.40/3.18
[spoiler]

TUTNT: FPS: 27; W: 8.78/0.88/2.18/2.92; F: 3.54/0.69; S: 1.36/1.05; All: 36.38/18.81/11.15/3.73/4.22
[spoiler]

Darkest Hour: FPS: 60; W: 1.92/0.00/1.11/1.48; F: 0.28/0.28; S: 0.10/0.13; All: 15.56/8.91/4.65/5.99/1.90
[spoiler]

Sonic 1: FPS: 60; W: 0.42/0.00/0.54/0.93; F: 0.16/0.12; S: 0.21/0.28; All: 15.87/4.93/3.04/9.76/1.03
[spoiler]

Sonic 2: FPS: 49; W: 1.95/0.00/1.21/1.54; F: 0.18/0.27; S: 0.30/0.64; All: 16.89/3.85/5.68/6.12/1.26
[spoiler]

Burghead: FPS: 42; W: 4.57/0.58/1.72/1.29; F: 1.71/0.60; S: 0.82/0.24; All: 28.74/16.86/6.23/12.46/1.19
[spoiler]

Overlord: FPS: 60; W: 1.15/0.00/0.92/0.88; F: 1.01/0.18; S: 0.54/0.38; All: 16.16/10.96/3.54/8.00/1.36
[spoiler]

EPIC: FPS: 60; W: 2.71/0.00/1.85/2.25; F: 0.41/0.31; S: 0.23/0.46; All: 15.81/6.58/7.85/1.71/1.33
[spoiler]

Last edited by Gez on Fri Oct 30, 2009 0:07, edited 1 time in total.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Re: GZDoom benchmarks - next round
Added the missing ZPack save. Concerning VSync, have you tried changing this multiple times after the game has started?
The capped frame rates are of no use, unfortunately, because I can't see where the time is spent.
The capped frame rates are of no use, unfortunately, because I can't see where the time is spent.
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
Re: GZDoom benchmarks - next round
Yes, as reported during the last benchmark tests, despite the fact I have vsync set to 0, I have to manually do it again from the console to actually get it to have an effect.
I'll try and do the benchmarks tomorrow after work.
I'll try and do the benchmarks tomorrow after work.
- Gez
- Developer
- Posts: 1399
- Joined: Mon Oct 22, 2007 16:47
Re: GZDoom benchmarks - next round
New batch of screenshots, this time uncapped and including ZPack.
Oddly, I had greater FPS even in some scenes where the 60 FPS cap was not attained earlier (for example, 64 FPS instead of 55 for PAR with lights).


Oddly, I had greater FPS even in some scenes where the 60 FPS cap was not attained earlier (for example, 64 FPS instead of 55 for PAR with lights).













- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Re: GZDoom benchmarks - next round
Please do me a favor and don't use imageshack. My connection to them is lousy and I can't get any of the pictures downloaded without waiting several minutes each. Better use the DRDTeam filesharing server and zip them.
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
Re: GZDoom benchmarks - next round
Hmmm....
etc...
Any clues? I have the beta from the downloads page and I have tried loading the WADs from the command line, from ZDL, from my desktop, from the GZdoom directory...
The WADs are clearly loaded but the save game names appear dull orange in the menu and I get messages like the above when I try to load them.
Code: Select all
adding C:\Users\Nigel\Desktop\HC20.wad, 1190 lumps
Code: Select all
This savegame needs these wads:
hc20.wad
Code: Select all
C:\Users\Nigel\Desktop\Working\testmaps\njbgpabh.pk3, 6180 lumps
Code: Select all
This savegame needs these wads:
njbgpabh.pk3
Any clues? I have the beta from the downloads page and I have tried loading the WADs from the command line, from ZDL, from my desktop, from the GZdoom directory...
The WADs are clearly loaded but the save game names appear dull orange in the menu and I get messages like the above when I try to load them.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Re: GZDoom benchmarks - next round
Don't -file with full paths. They get stored in the savegame.
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
Re: GZDoom benchmarks - next round
Strange, I could have sworn that I hadn't put path names when I tried from the command line. I guess I must have though.
I can't get UTNT to work. I have re-downloaded it but I get:
The zip only has tutnt.pk3
Oh well. Here goes:
Computer Specs:
[spoiler]Processor (CPU)
Intel® Core™i7 Processor i7-920 (4 X 2.66GHz) 4.8GTs/8MB Cache
Memory (RAM)
12GB CORSAIR XMS3 1333MHz (6x2GB)
Motherboard
ASUS® P6T DELUXE: DDR3, SATAII, 2 x PCI-e x16, 2 PCI, 1 x PCI-e x1
Operating System
Genuine Windows Vista™ Home Premium 64 bit Edition
Graphics Card
1024MB GEFORCE GTX285 PCI Express + DVI + TV-OUT
Sound Card
Creative Titanium PCI Express
Monitor
24 Inch Wide TFT 1920 x1200 8MS D-Sub, DVI[/spoiler]
Log:
[spoiler][/spoiler]
Just for giggles, I did a few more.
Here is my old PC.
I can't remember the exact specs but it's somthing like 2.8GHz Processor, Geforce 6200 WinXP
It didn't give me the option of radial fog nor of shaders for dyn lights
startup log:
[spoiler][/spoiler]
My Wifes's PC - an "off the shelf" Dell Inspiron 530 Core 2 Duo 2.2GHz Intel G33/G31 Express Graphics
Again, no radial for nor shaders for lights
Log
[spoiler][/spoiler]
My daughter's laptop
ATI Mobility Radeon HD 3400
Dell Studio 1537
Core2 Duo T5800 2.0 GHz
Vista 32 Bit
Again, no radial fog nor shader lights
Log
[spoiler][/spoiler]
I was going to give you a "Full house" and do my son's machine too but he was busy on it and, to be fair its a medium spec Vista machine with a reasonably good NVidia card and I think you have plenty of data for machines like that.
Links to screenshots to follow when they finish uploading.
I can't get UTNT to work. I have re-downloaded it but I get:
Code: Select all
This savegame needs these wads:
tutnt-v105.pk3:tnt04cn_gl.wad
Oh well. Here goes:
Computer Specs:
[spoiler]Processor (CPU)
Intel® Core™i7 Processor i7-920 (4 X 2.66GHz) 4.8GTs/8MB Cache
Memory (RAM)
12GB CORSAIR XMS3 1333MHz (6x2GB)
Motherboard
ASUS® P6T DELUXE: DDR3, SATAII, 2 x PCI-e x16, 2 PCI, 1 x PCI-e x1
Operating System
Genuine Windows Vista™ Home Premium 64 bit Edition
Graphics Card
1024MB GEFORCE GTX285 PCI Express + DVI + TV-OUT
Sound Card
Creative Titanium PCI Express
Monitor
24 Inch Wide TFT 1920 x1200 8MS D-Sub, DVI[/spoiler]
Log:
[spoiler]
Code: Select all
Log started: Thu Oct 29 18:43:24 2009
W_Init: Init WADfiles.
adding C:/Doom/gzdoomSVN/gzdoom.pk3, 539 lumps
adding ./doom2.wad, 2951 lumps
adding sonic.wad, 1648 lumps
I_Init: Setting up machine state.
CPU Speed: 2673 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz
Family 6, Model 26, Stepping 4
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
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.
Patch installed
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: NVIDIA Corporation
GL_RENDERER: GeForce GTX 285/PCI/SSE2
GL_VERSION: 3.2.0
GL_SHADING_LANGUAGE_VERSION: 1.50 NVIDIA via Cg compiler
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions 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_imaging 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_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync 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_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra 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_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access 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_EXTX_framebuffer_mixed_formats 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_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap 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_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_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip 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_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
WGL_EXTENSIONS: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
Max. texture units: 32
Max. fragment uniforms: 2048
Max. vertex uniforms: 4096
Max. varying: 60
Max. combined uniforms: 198656
Max. combined uniform blocks: 36
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 1920 x 1200
Playing demo DEMO1
Cannot play non-ZDoom demos.
(They would go out of sync badly.)
Playing demo DEMO2
Cannot play non-ZDoom demos.
(They would go out of sync badly.)
16 bots read from bots.cfg
Just for giggles, I did a few more.
Here is my old PC.
I can't remember the exact specs but it's somthing like 2.8GHz Processor, Geforce 6200 WinXP
It didn't give me the option of radial fog nor of shaders for dyn lights
startup log:
[spoiler]
Code: Select all
Log started: Thu Oct 29 19:28:38 2009
W_Init: Init WADfiles.
adding G:/gzdoomSVN/gzdoom.pk3, 539 lumps
adding ./doom2.wad, 2951 lumps
I_Init: Setting up machine state.
CPU Speed: 2814 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) 4 CPU 2.80GHz
Family 15, Model 2, Stepping 7
Features: MMX SSE SSE2
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: NVIDIA Corporation
GL_RENDERER: GeForce 6200/PCI/SSE2
GL_VERSION: 2.1.2
GL_SHADING_LANGUAGE_VERSION: 1.20 NVIDIA via Cg compiler
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_clamp 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_imaging 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_shading_language_100 GL_ARB_shadow 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_bgra 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_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access 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_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
WGL_EXTENSIONS: WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_extensions_string WGL_EXT_swap_control WGL_NV_float_buffer WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
Max. texture units: 16
Max. fragment uniforms: 2048
Max. vertex uniforms: 1024
Max. varying: 32
Max. combined uniforms: 32
Max. combined uniform blocks: 32
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 640 x 480
My Wifes's PC - an "off the shelf" Dell Inspiron 530 Core 2 Duo 2.2GHz Intel G33/G31 Express Graphics
Again, no radial for nor shaders for lights
Log
[spoiler]
Code: Select all
Log started: Thu Oct 29 19:44:35 2009
W_Init: Init WADfiles.
adding E:/gzdoomSVN/gzdoom.pk3, 539 lumps
adding ./doom2.wad, 2951 lumps
I_Init: Setting up machine state.
CPU Speed: 2195 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM)2 Duo CPU E4500 @ 2.20GHz
Family 6, Model 15, Stepping 13
Features: MMX SSE SSE2 SSE3 SSSE3
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: Intel
GL_RENDERER: Intel Bear Lake B
GL_VERSION: 1.4.0 - Build 7.15.10.5029
GL_SHADING_LANGUAGE_VERSION: (null)
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_shadow 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_dot3 GL_ARB_texture_env_crossbar GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_cull_vertex GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_lod_bias GL_EXT_texture_filter_anisotropic GL_EXT_texture3D GL_3DFX_texture_compression_FXT1 GL_IBM_texture_mirrored_repeat 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_EXTENSIONS: WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control
Max. texture units: 16
Max. fragment uniforms: 16
Max. vertex uniforms: 16
Max. varying: 16
Max. combined uniforms: 16
Max. combined uniform blocks: 16
Resolution: 640 x 480
My daughter's laptop
ATI Mobility Radeon HD 3400
Dell Studio 1537
Core2 Duo T5800 2.0 GHz
Vista 32 Bit
Again, no radial fog nor shader lights
Log
[spoiler]
Code: Select all
Log started: Thu Oct 29 20:04:02 2009
W_Init: Init WADfiles.
adding F:/gzdoomSVN/gzdoom.pk3, 539 lumps
adding ./doom2.wad, 2951 lumps
I_Init: Setting up machine state.
CPU Speed: 1995 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM)2 Duo CPU T5800 @ 2.00GHz
Family 6, Model 15, Stepping 13
Features: MMX SSE SSE2 SSE3 SSSE3
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: ATI Mobility Radeon HD 3400 Series
GL_VERSION: 2.1.7769 Release
GL_SHADING_LANGUAGE_VERSION: 1.20
GL_EXTENSIONS: GL_AMD_performance_monitor GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader 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_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_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_shader_texture_lod 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_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_framebuffer_sRGB GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float 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_shared_exponent 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
Max. texture units: 16
Max. fragment uniforms: 512
Max. vertex uniforms: 512
Max. varying: 68
Max. combined uniforms: 68
Max. combined uniform blocks: 68
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 1280 x 800
16 bots read from bots.cfg
I was going to give you a "Full house" and do my son's machine too but he was busy on it and, to be fair its a medium spec Vista machine with a reasonably good NVidia card and I think you have plenty of data for machines like that.
Links to screenshots to follow when they finish uploading.

- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Re: GZDoom benchmarks - next round
Enjay wrote:Strange, I could have sworn that I hadn't put path names when I tried from the command line. I guess I must have though.
I can't get UTNT to work. I have re-downloaded it but I get:
The zip only has tutnt.pk3Code: Select all
This savegame needs these wads: tutnt-v105.pk3:tnt04cn_gl.wad
You need the newer version. Where did you get yours? My links should all point to the correct ones.
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
Re: GZDoom benchmarks - next round
I followed your link to the idgames database and downloaded from the Greek server as I was already downloading other files from the one that I normally use (German).Graf Zahl wrote:You need the newer version. Where did you get yours? My links should all point to the correct ones.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Re: GZDoom benchmarks - next round
Ok, seems I made the savegame with the wrong version. In that case look on Tormentor's site. I have no idea why he didn't update the /idgames version.
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
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Re: GZDoom benchmarks - next round
OK, I'll grab that version. It'll take me a while to get it though because I am still uploading the screenshots. They should be done soon though.
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
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Re: GZDoom benchmarks - next round
Alright, the screenshots have finally uploaded. I should have done all the tests at 640x480, it would have made a much smaller upload.
http://files.drdteam.org/index.php/file ... yvista.zip 25.8MB
http://files.drdteam.org/index.php/file ... jayold.zip 3.7MB
http://files.drdteam.org/index.php/file ... aywife.zip 3.7MB
http://files.drdteam.org/index.php/file ... ughter.zip 11.5MB
TUTNT is at 27% download. I'll post a screeny of that on my new computer but I won't bother with the other computers unless there are any of the machines that you particularly want to see the figures for TUTNT on.
http://files.drdteam.org/index.php/file ... yvista.zip 25.8MB
http://files.drdteam.org/index.php/file ... jayold.zip 3.7MB
http://files.drdteam.org/index.php/file ... aywife.zip 3.7MB
http://files.drdteam.org/index.php/file ... ughter.zip 11.5MB
TUTNT is at 27% download. I'll post a screeny of that on my new computer but I won't bother with the other computers unless there are any of the machines that you particularly want to see the figures for TUTNT on.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
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Re: GZDoom benchmarks - next round
I'd be more interested in something with an ATI card.