Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Sign in to follow this  
Kontra Kommando

Some issues with lag

Recommended Posts

I'm working with enormous sprites and textures for my current project, so there's bound to be some issues with performance for some PCs. However, I'm able to play most modern PC games on usually the second to highest graphics settings. So it sort of strikes me as odd that Doom would give me some lagging, even with these HD sprites and textures.

Right now, I'm not at my personal computer. So later I will be able to elaborate with more nuanced information.

But basically, despite the Pk3 having a few errors I need to address, it seems to work just fine on the vanila doom levels. Moreover, since I have not balanced it for those levels, the enemies are numerous; so its not an issue of their count. Nor is it an issue of the textures on the walls. I get this lag when I play the custom map.

This leads me to believe that perhaps I'm starting to experience lag is because the level may be too dark in its sectors. I believe this may be the case because I always get an initial lag when I open up a door that leads to a corridor when the lightning is at 0.

The custom map is in UDMF, and it has a lot of slopes. Also, I've been playing it on gzdoom at the max setting for its graphics.

Share this post

Link to post

Darkness shouldn't affect performance. It's more likely to do with the complexity of the map, mainly abundance of dynamic lights and other special effects. Maybe also inefficient pk3 structure. If your pk3 simply contains multiple wads and each of them has its own sprites and/or textures, the performance might be worse than if you had all sprites in the standard "sprites" folder, etc. Also, take into consideration that every thing AI also takes processing time, in case your map contains lots of animated objects and/or monsters.

Share this post

Link to post

In addition, Doom's sprites and textures work purely by software -at least in non-accelerated ports, and the larger they are, the higher the overall memory bandwidth you need -they need to be copied by the CPU to the VGA pixel by pixel, essentially, so even the best system for modern games may have a hard time with something 100% software-based.

Share this post

Link to post

Seems like the lag was coming from the gzdoom opengl setting being too high for this particular mod. once I took off the filters it began running normally again.

Share this post

Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this