Speed regression very large since 1.9.1 on AMD
Posted: Thu Mar 23, 2017 23:37
So lately on large maps I've been having some big performance problems where I dip to 30fps or below. It's unusual as I don't remember this happening very often in the past. So today I did some tests of different gzDoom versions to see where the problems began.
My system: i5 3570k + R9 290 + 16gb RAM + Windows 7 64-bit
I tested all 32-bit versions since I read they can be slightly faster somewhere... The test is loading Water Spirit, entering the first level on UV and checking FPS at the starting position.
2.4.0 = 43fps
2.3.0 = 44fps
2.2.0 = 47fps
1.9.1 = 58fps
I tested with very basic settings, 1080p resolution, fake contrast off (this seems to eat a LOT of FPS, surprisingly), speed rendering, no fancy stuff like bloom/SSAO/Tonemap, no anisotropic filtering or multisampling. Also I tested without brightmaps or lights.pk3 in the folder.
I tested with Vsync off. I did notice some strange behaviour, as I turned backwards from the starting position on 2.2.0-2.4.0 I hit 200fps - on 1.9.1 I hit 1300fps. I tested some more and it seems like there is some sort of 200fps cap in 2.2.0+?
Finally I read something about gl_renderbuffers console command and/or -glversion 2 when starting gzdoom but none of that made any difference on 2.4.0.
I realize AMD has some major deficiencies with gzdoom but it's disappointing that each version keeps getting slower, even on a fairly powerful system. Any ideas?
My system: i5 3570k + R9 290 + 16gb RAM + Windows 7 64-bit
I tested all 32-bit versions since I read they can be slightly faster somewhere... The test is loading Water Spirit, entering the first level on UV and checking FPS at the starting position.
2.4.0 = 43fps
2.3.0 = 44fps
2.2.0 = 47fps
1.9.1 = 58fps
I tested with very basic settings, 1080p resolution, fake contrast off (this seems to eat a LOT of FPS, surprisingly), speed rendering, no fancy stuff like bloom/SSAO/Tonemap, no anisotropic filtering or multisampling. Also I tested without brightmaps or lights.pk3 in the folder.
I tested with Vsync off. I did notice some strange behaviour, as I turned backwards from the starting position on 2.2.0-2.4.0 I hit 200fps - on 1.9.1 I hit 1300fps. I tested some more and it seems like there is some sort of 200fps cap in 2.2.0+?
Finally I read something about gl_renderbuffers console command and/or -glversion 2 when starting gzdoom but none of that made any difference on 2.4.0.
I realize AMD has some major deficiencies with gzdoom but it's disappointing that each version keeps getting slower, even on a fairly powerful system. Any ideas?