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Slownes in vavoom!!!!!

Sat, 16 Sep 2006 19:19:24

Alex-bomber_Man

Janis, i didn't want to tell it earlier, but i can't be patient any more: there is something wrong with monster processing in Vavoom - it requires 10 times faster processor for each monster, then any other port. I have the next computer configuration: Celeron processor at 400 mHz 192 MB RAM Nvidia GeForce2mx400 video accel (32 mb) And i get only 1-10 FPS on let's say doom2 map 15 , without any 3D models or Hi-Rez textures!!!! Is it normal? BTW, i get the same 1-10 fps using 3D models and Hi-Rez textures!! The last fact is good <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> , but why monster behaviour processing is so slow! I know that it is because of large amount of monsters - if i play this map on easy skill, where aren't much monsters - i get 10-20 FPS, when on middle skill - i get 5-15 FPS, and as i have said, i get 1-10 FPS when playing on hard skill (ultra violence). I've read in readme (or some another documentation to Vavoom) that it requires the same configuration as Quake2 - pentium processor (100 mhz+, 32 mb ram and a video accel for GL/D3D graphical modes... Is it TRUE ????? <!-- s:x --><img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad" /><!-- s:x --> Oh, BTW, if i kill the monster, it still requires the same processor work for self-processing as when he/it alife. Or a little less, but still lots! Please, say me anybody, why is it so. <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: -->
Sun, 17 Sep 2006 01:32:04

Firebrand

It's not because of monster processing, it's because of how the renderer works, Doom2's MAP15 has a lot of sectors and subsectors that can be drawn at the same time, this requires a lot of calculations from the renderer, that's why building full glVIS nodes helps a lot to improve performance, Janis has been doing a lot of work with the current Vavoom in development version, the next version should be faster. The only thing I could recommend is to add a bit more RAM memory to your machine (256 or 512 should be better), I know it's not the best solution, but it's something <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 17 Sep 2006 17:08:14

Alex-bomber_Man

Thanks for advice, Firebrand, BUT: You say to buy a little more RAM... 256 or 512. WHAT AM I HEAR???? Will it be a difference in requirements to the next version??? What's the hell is going on? Will it be totally new Vavoom engine, version 2.0 or what??? <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> BTW, i've already said, that it not deprnds of map sectors, when i play a deathmatch without monsters, i get 100 FPS and more - it cant be renderer. Olso it cant be RAM - i've already said, that if use Hi-Rez tex. and models i get the same FPS as without all it - so it's not video accelerator too. And it can't be RAM - all hi-res textures and models, that will be used on level are precached into RAM while starting level, and 192 RAM is enough for it. I use texture pack which takes 120 MB on HDD! And slownes becomes a little more only then, when i try to use another texture pack (from JDoom sourceport), which is 215 mb - that is because processor re-precaching (yes, 192 mb RAM is not enough for 215 MB textures) new textures into RAM from time to time. At last i want to hear Janis's opinion about that - he must know more about that.
Sun, 17 Sep 2006 19:31:57

Firebrand

Just for you to know, the hardware requirements won't change for next version, I didn't wanted you to infer that from my post, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 18 Sep 2006 07:35:43

Crimson Wizard

[quote="Alex-bomber_Man":3jdn8bwp]BTW, i've already said, that it not deprnds of map sectors, when i play a deathmatch without monsters, i get 100 FPS and more - it cant be renderer Alex, it MAY BE a slowness in rendering MONSTERS. Or, maybe that problem with passing data from server to client... if I am not mistaken again. I underline this again - it is the last possibility that this problem is caused by processing monster behavior, since it is almost equal to original, and Doom can be swiftly run on old 486 CPU.
Mon, 18 Sep 2006 18:03:42

Alex-bomber_Man

No, never monster rendering - it is the same as other model rendering. And i've said, that i have the same FPS with models and without 'em. Maybe something another.
Mon, 18 Sep 2006 18:23:17

Janis Legzdinsh

It can be because VavoomC is an interpreted language. I have some ideas how to improve it.
Mon, 18 Sep 2006 18:42:00

Alex-bomber_Man

Yes, work with it please. This slownes is so stupid in Vavoom - everything is faster than in any other port, and this... <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Thu, 23 Nov 2006 15:51:59

Joshf

It would be possible to disable some of the Vavoom features to gain speed? I ask because my xbox port (with the SDL software renderer) works quite well with Doom 1 & 2 but some Heretic and Hexen levels are too choppy and with Strife I can't get more than 20 fps <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Direct3D would improve the speed but I really prefer the software renderer.

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