K3K Posted August 12, 2012 At random times (and by random times I mean like random days etc. But not during gameplay though) when I open up GZDoom and it gets to the DOOM 2 title screen, my fraps FPS meter says the game is stuck at 0 FPS, and (obviously) the game is at 0 FPS and runs unimaginably slow. Sorta like a computer from 1990 trying to run Battlefield 3 on Max settings. Why does this happen? I tryed turning off everything running (including explorer.exe) and still does not fix it when this happens. Can help and tell me what's going on? P.S. Oh, and no, I don't have a crap computer -_- 0 Share this post Link to post
RestlessRodent Posted August 12, 2012 TB171 said:P.S. Oh, and no, I don't have a crap computer -_- Specs? 0 Share this post Link to post
schwerpunk Posted August 12, 2012 Try turning off v-synch? Updating your drivers? Does it happen when you're not running FRAPS? Check the in-game console next time it happens - on the off chance it's something from GZDoom itself that spits up a message. 0 Share this post Link to post
K3K Posted August 12, 2012 GhostlyDeath said:Specs? Well I'll admit the specs are kinda crappy but here they are: Processer AMD Sempron(tm) 140 2.70 ghz RAM 3.00 GB OS Windows 7 64 Bit Graphics Card NVIDIA Geoforce 6150SE nForce 430 However, I will update most of my drivers, that could be the problem. EDIT: Also, according to my Mircrosoft rating, the graphics card got a 3.2/10. So obivously if I upgraded my card, it would most likely help it... 0 Share this post Link to post
K3K Posted August 12, 2012 schwerpunk said:Try turning off v-synch? Updating your drivers? Does it happen when you're not running FRAPS? Check the in-game console next time it happens - on the off chance it's something from GZDoom itself that spits up a message. Apologizes for the double post, but my Vertical Sync is off, it still happens ever now and then without fraps on. And it didn't spit up a message in the console, besides that's the first thing I did when it happened :P 0 Share this post Link to post
ComicMischief Posted August 12, 2012 I don't know if this is relevant, but on my computer regular ZDoom lags like a bitch whenever something decides to update itself via the Internet in the background as I'm playing. Jerks and outright pauses. This morning, I took out a Baron with a shotgun in a confined space during one such lag spike. I HAVE NO IDEA HOW. 0 Share this post Link to post
K3K Posted August 12, 2012 Hmm ComicMischeif, maybe that could be the problem also. The other's suggestions didn't help, as it still happened. Hoping your idea works :P 0 Share this post Link to post
Tristan Posted August 12, 2012 TB171 said:So obivously if I upgraded my card, it would most likely help it... GZDoom features OpenGL rendering, so the wrong graphics card can stop it working completely. GZDoom crashes instantly on my computer for that reason, and I had to revert to ZDoom >=( 0 Share this post Link to post
schwerpunk Posted August 12, 2012 That gets me wondering: Is there a point to playing in GZDoom if you're just going to set vid_renderer to "0" most of the time? 0 Share this post Link to post
Graf Zahl Posted August 12, 2012 You just get plain ZDoom then. There's really nothing in GZDoom aside from the GL renderer that can't be found in ZDoom itself. 0 Share this post Link to post
Gez Posted August 12, 2012 If a map has dynamic light things (not lights attached to normal things like candelabras and fireballs), you'll get error markers in ZDoom but not in software GZDoom. That's about all. 0 Share this post Link to post
printz Posted August 12, 2012 Gez said:If a map has dynamic light things (not lights attached to normal things like candelabras and fireballs), you'll get error markers in ZDoom but not in software GZDoom. That's about all. Is there no way to make them invisible instead of <!> in vanilla ZDoom? So as to make ZDoom-compatible maps that have the dyn-light bonus for GZDoom users, without using sloped 3d floors too. 0 Share this post Link to post
wesleyjohnson Posted August 13, 2012 Only happening during video capability detection, not changing during gameplay ?? That would eliminate the internet interference. That would change up and down during gameplay. I suspect detection of video card capabilities. If it could not do hardware acceleration for the selected video mode, it would switch to opengl software emulation without any notice. That is extremely slow compared to hardware acceleration. 0 Share this post Link to post