Comments (17)
Yes. The Build engine is actually very sensitive toward a few mapping issues. Do something slightly 'wrong' and it will get slow.
One thing that can really bring it down is sectors with more than a handful of lines. I'll have to do a little tweak to the automap drawer to render all lines, even those normally hidden to see what is up with that.
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I suppose we could do some investigation honestly, perhaps we can determine where all the frames are getting lost.
And if not, a story for another time or when we get to the new render 😉.
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This is under Linux, so it's a cross-platform issue.
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Honestly I think this is just how WT runs in general.
It runs pretty much the same for me in GDX, so perhaps it just isnt well optimized, which wouldnt be surprising considering the renderer the maps were originally designed for.
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The WT levels are considerably larger than the stock ones and we all know that Polymost is slow. Is this a debug or release build?
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Release me thinks, second screenshot shows over 400fps, can Debug builds be this fast?
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Sure with a scene that only shows a handful of walls that can be.
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What do you get in these locations? I can't test for the next 4 hours.
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With a Release build I actually get more frames when uncapped than MJ does lol. With 4x MSAA:
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But you see the same frame rate drop, that's what I wanted to know.
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Of course.
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My frame rate is even higher - 170 vs 800 in those two places, but it's clearly the same effect. Currently there's no good stats of how many elements get rendered but this clearly points at scene complexity as the cause.
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It'a bit surprising insofar as there aren't many objects in view either, it's as if staring at the entire map by just sitting there looking that way, which is also where the map continues I think.
I would understand if there was more stuff in view or the scene was busier.
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What about with the stats counter down the bottom? I'm wondering what you guys see there more than just frame rates. 4ms to 5ms to actually to the drawing is around 16x higher than any other level in any of the other games from my own experience. I was just wondering if there was some kind of render stall with the WT code path. I'm yet to do any real profiling though.
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The OP came back to me on Discord and says he gets similar on EDuke32 so it's probably just a genuine stall with the renderer. Shall we just close it down for now?
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Thanks for looking all the same and appreciate the insight as always 😁
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Nice, I'm curious what we discover there 👌.
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Related Issues (20)
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