Phml
Senior Member
Posts: 1823
Registered: 06-09 |
I believe it is generally accepted GLBoom+ has a faster renderer, while GZDoom looks gorgeous but can be a little bit slower on extremely large maps filled with monsters (i.e., Longdays).
I just experienced otherwise with my latest map, though (Phmlspd Map13, which you can find in the wads&mods forum).
In that map, GLBoom+ 2.5.0.6 starts choking a bit at the left and right edges of the map - either the spider MM labyrinth or the archvile/spectres pillars. On my rig, FPS drops to 55ish rather than 60 (capped by vsync) and somehow it looks much more sluggish than a few frames lost. The problem dissapears when a large amount of monsters is dead.
Gggmork and ArmouredBlood also reported bad performance at some spots (I assume the same ones), and I believe they use the software renderer rather than GL. Not sure if this is the same issue or not, but I suppose it doesn't hurt to mention.
On the other hand, GZDoom 1.4.3 keeps a smooth 60 FPS all the way through, without breaking a sweat.
So I'm wondering if anyone would have any idea of what is going on here. Is GZDoom better optimized than GlBoom for a certain kind of map (interior as opposed to outdoors like longdays is)? The map was built with ZDBSP, if that matters.
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