Polymer slowdown in newer versions
#31 Posted 22 July 2015 - 10:54 AM
It would be great if someone else could do the same test to confirm this. I am using Polymer of course and the HRP in 32 bit mode 1680 x 1050 on an old Nvidia 9800 GTX+ card
This post has been edited by Mark.: 22 July 2015 - 10:59 AM
#32 Posted 22 July 2015 - 11:48 AM
Mark., on 22 July 2015 - 10:54 AM, said:
It would be great if someone else could do the same test to confirm this. I am using Polymer of course and the HRP in 32 bit mode 1680 x 1050 on an old Nvidia 9800 GTX+ card
Please try: http://dukeworld.duk.../20150721-5307/
That should fix the crashing issue's you might be experiencing with later versions. Also make sure when you have polymer selected that you have 32bit also selected in the eduke launcher. I'll try to mimic the same configuration that you are running.
**** UPDATED **** Okay I get similar results with an NVIDIA GPU 660 and the HRP + Polymer + Polymer lighting. It appears the slow downs are directly associated with the dynamic lighting in Eduke. If you turn off dynamic lighting from the console (R_PR_LIGHTING =0) the FPS dramatically improve. While I believe this lighting is a work in progress I would recommend not enabling R_PR_LIGHTING for the time being until they make improvements to this feature.
If I had to guess the code that handles the lighting should be handled by the GPU and not the CPU. Perhaps, the CPU is what is calculating the lighting resulting in slower performance which why a faster GPU doesn't appear to have any impact on performance.
So I guess your question is: What has possibly changed to Polymer dynamic lighting that has impacted the FPS between said versions?
This post has been edited by Paul B: 22 July 2015 - 12:30 PM
#33 Posted 22 July 2015 - 12:29 PM
All of my projects depend heavily on Polymer lighting so disabling it is not possible.
This post has been edited by Mark.: 22 July 2015 - 12:31 PM
#34 Posted 22 July 2015 - 12:32 PM
Mark., on 22 July 2015 - 12:29 PM, said:
All of my projects depend heavily on Polymer lighting so disabling it is not possible.
Well, run the Eduke debug.exe and after it crashes upload the associated log file on here so the dev's can take a look at the contents and try to isolate where the problem might be coming from. Because Polymer at the moment doesn't crash on my rig on version 5307. The Dev's are very keen on resolving bugs but they need the detailed log reports before they can do anything about it.
I always like to take a vanilla Duke.GRP copy it to a new folder, download the latest synthesis into that folder and try it without any mods to see if it runs without crashing in Polymer. That will tell you if its a custom settings problem or a behavior with your PC hardware/software configuration.
This post has been edited by Paul B: 22 July 2015 - 02:25 PM
#35 Posted 22 July 2015 - 12:36 PM
EDIT: I just downloaded and extracted the 5307 32 bit debug version and it has bad data in the files. Oh well.
This post has been edited by Mark.: 22 July 2015 - 12:41 PM
#36 Posted 22 July 2015 - 12:40 PM
Mark., on 22 July 2015 - 12:36 PM, said:
Well then why complain at all if you're not willing to contribute something?
#37 Posted 22 July 2015 - 12:45 PM
This post has been edited by Mark.: 22 July 2015 - 12:47 PM
#38 Posted 22 July 2015 - 12:56 PM
#39 Posted 22 July 2015 - 01:16 PM
#40 Posted 22 July 2015 - 02:21 PM
This post has been edited by Mark.: 22 July 2015 - 02:24 PM
#41 Posted 22 July 2015 - 02:27 PM
Mark., on 22 July 2015 - 02:21 PM, said:
I'm not sure what maphacks are, but i get similiar FPS results as Mark does with the HRP / Polymer & Dynamic lighting turned on. Seems as though with Dynamic lighting enabled coupled with the HRP there is a big hit on FPS.
Dynamic lighting enabled without HRP there is still a slowdown but not nearly as bad.
This post has been edited by Paul B: 22 July 2015 - 02:55 PM
#42 Posted 22 July 2015 - 02:32 PM
This post has been edited by Mark.: 22 July 2015 - 03:03 PM
#43 Posted 22 July 2015 - 05:15 PM
Mark., on 22 July 2015 - 02:32 PM, said:
Yes, the HRP maphacks also add Polymer lights to map-specific locations, beyond the ones that the game adds to sprites like projectiles and switches.
#44 Posted 23 July 2015 - 05:35 AM
TerminX, on 22 July 2015 - 12:56 PM, said:
#45 Posted 23 July 2015 - 07:29 AM
Altered Reality, on 23 July 2015 - 05:35 AM, said:
Hendricks266, on 22 July 2015 - 05:15 PM, said:
So yes, unless you turn off Polymer lighting altogether.
#46 Posted 15 August 2015 - 02:59 PM
Mark., on 22 July 2015 - 10:54 AM, said:
It would be great if someone else could do the same test to confirm this. I am using Polymer of course and the HRP in 32 bit mode 1680 x 1050 on an old Nvidia 9800 GTX+ card
Wow you're right! I just tried 4593 and E1L1 runs buttery smooth with Polymer and Adaptive Vsync where as latest version lags all over.
#47 Posted 15 August 2015 - 03:21 PM
Or you can try a custom map for testing without having to worry about typing anything into the console.
This post has been edited by Mark.: 15 August 2015 - 03:33 PM
#48 Posted 16 August 2015 - 12:53 AM
This post has been edited by Nokiaman: 16 August 2015 - 12:54 AM
#49 Posted 17 August 2015 - 08:07 PM
Trooper Dan, on 18 July 2015 - 05:23 PM, said:
I cried and smiled
I'm a dummy I went and played it without polymer, and was just having the same issue hue hue
all is well though billy here is wondering if duke thinks hes cool or something with them glasses he has on
This post has been edited by SamusBailey: 17 August 2015 - 08:10 PM
#50 Posted 23 August 2015 - 06:24 AM
#52 Posted 23 August 2015 - 09:01 AM
EDIT: Derp - maybe more than a year. eduke64-r3973-20130719
This post has been edited by Tea Monster: 23 August 2015 - 09:46 AM
#53 Posted 23 August 2015 - 11:07 AM
#54 Posted 23 August 2015 - 11:40 AM
Mark., on 15 August 2015 - 03:21 PM, said:
You may have misunderstood that post. No lights have been added between these versions. The hardcoded sprite-lights and the maphack-based lights have been around just about as long as Polymer has been public. What TX thought were HRP maphacks may have just been the flickering of the sector where you were standing. Altered Reality was a smartass and asked if the hardcoded fire light came from a maphack.
As far as I can gather, there are two or maybe three stacked issues here. One happens in your WGR2 map because of Trooper Dan's flickering SE lights. Another is always present.
Two possible bisection endpoints include:
Mark., on 06 July 2015 - 04:12 PM, said:
Mark., on 20 July 2015 - 12:57 PM, said:
I still need to set up and confirm test cases in order to identify the issues, but my time (and developement environment) has been held up by more pressing concerns.
#55 Posted 27 August 2015 - 11:31 AM
But even then the game is still not as smooth as Classic/Megaton is.
This is even with R_PR_Lighting 0 and Vsync ON
It says 60 FPS yet it feels so uneven.
Mostly noticeable when jumping and picking up RPG. It can get worse than that obviously.
This post has been edited by Nokiaman: 27 August 2015 - 12:02 PM