DOOM + DOOM II

DOOM + DOOM II

Visa statistik:
Dev 10 aug, 2024 @ 21:26
2
GZDoom is not that great of a source port
3D models, dynamic lights, brightmaps, 3D floors, reflections and yet everything still runs on a single core/thread and people are wondering why GZDoom runs like crap. If you're gonna bloat the engine with all these fancy effects then at least Graf should add proper multicore support along with GPU support. Sure it has very good modding support but you need a NASA supercomputer to play the more visually impressive maps or mods.
< >
Visar 1-15 av 16 kommentarer
Seamus 10 aug, 2024 @ 21:34 
Super computers are generally lower individual clock with mass numbers of cores/threads.

So... yeah, even that wouldn't help with graf's code.
IHaveBadWiFiBro 10 aug, 2024 @ 21:40 
you sound mad over something free you didnt work on
Ursprungligen skrivet av IHaveBadWiFiBro:
you sound mad over something free you didnt work on
It's very valid criticism tho
masoncrb 10 aug, 2024 @ 21:59 
I use it and it works great for me. I get no performance issues and my PC isn't the most modern machine. Now I am a little frustrated with the new update for KEX because for some reason my audio is not working, and I cant figure out why.
Moderator Abuse 10 aug, 2024 @ 22:00 
This was discussed long ago, doom functions need to be rewritten to support a multi-threaded model, the calls to the Graphics renderers and Audio renderers then become multi-threaded.
What purpose does it serve to reinterpret something that will run on a 386 albeit horrible framerate though some of us tolerated it in a small window, but behind the raster of the image the game logic was not harsh, the original engine is less than 1/2 a mb it grew because of the ipx/spx implementation render sound etc.

The machines we played on had 4mb - 8mb of ram, My mouse has more than that included in on the ucontroller and there are ports of Doom running on

So what are you complaining about ?.

https://www.youtube.com/watch?v=y6PP_IBbOTY
genu 10 aug, 2024 @ 22:37 
8 MB RAM was the specs requirement by id but a lot of people made it work with 4 MB RAM only. good ole times with loadhigh at the config.sys to free up memory at the 64kB base ram.
30 years has passed in between. Its a miracle and a wonder doom is still running.
BlueCollarFurry 10 aug, 2024 @ 22:37 
I used to run GZDoom at like 1080p and 100FPS on an old Pentium with an HD Graphics 2500 and even brutal doom would stay about 60FPS, and that was like circa 2010 before over a decade of improvements and patches

It's not really that slow at all
Whatever engine was used for this new release sucks ♥♥♥♥. There's a visible one pixel gap between the guns and the bottom of the screen. It crashes a lot, too.

GZDoom is better. Blow me.
Moderator Abuse 10 aug, 2024 @ 22:48 
Ursprungligen skrivet av 7multipliedby7again:
Whatever engine was used for this new release sucks LOLOL. There's a visible one pixel gap between the guns and the bottom of the screen. It crashes a lot, too.

GZDoom is better. Blow me.

It's not an optimal build that's for certain.
Dev 10 aug, 2024 @ 22:57 
Ursprungligen skrivet av Moderator Abuse:
This was discussed long ago, doom functions need to be rewritten to support a multi-threaded model, the calls to the Graphics renderers and Audio renderers then become multi-threaded.
What purpose does it serve to reinterpret something that will run on a 386 albeit horrible framerate though some of us tolerated it in a small window, but behind the raster of the image the game logic was not harsh, the original engine is less than 1/2 a mb it grew because of the ipx/spx implementation render sound etc.

The machines we played on had 4mb - 8mb of ram, My mouse has more than that included in on the ucontroller and there are ports of Doom running on

So what are you complaining about ?.

https://www.youtube.com/watch?v=y6PP_IBbOTY
When you add some features that modern game engines use I'd expect some sort of multi-threading as to not have everything run off a single core which is where the performance issues come from.
Moderator Abuse 10 aug, 2024 @ 23:00 
Ursprungligen skrivet av Dev:
Ursprungligen skrivet av Moderator Abuse:
thiswasignoredandjustranwithabsurdideaanyways
When you add some features that modern game engines use I'd expect some sort of multi-threading as to not have everything run off a single core which is where the performance issues come from.

The base of doom is single
The Graphics Renderer is multithreaded
The Audio Renderer is multithreaded

delve further into the functions that the doom code requires literally you could run it on a coaster covered in beer and vomit.
Wicked 10 aug, 2024 @ 23:04 
Bait but it's funny how THIS port needs Win10, 8GB RAM, DX12 min while it doesn't have most of gzdoom features
Seamus 10 aug, 2024 @ 23:05 
Ursprungligen skrivet av WickedQuence:
Bait but it's funny how THIS port needs Win10, 8GB RAM, DX12 min while it doesn't have most of gzdoom features
The game doesn't use dx12 at all.

Good job.
Moderator Abuse 10 aug, 2024 @ 23:17 
Ursprungligen skrivet av Seamus:
Ursprungligen skrivet av WickedQuence:
Bait but it's funny how THIS port needs Win10, 8GB RAM, DX12 min while it doesn't have most of gzdoom features
The game doesn't use dx12 at all.

Good job.
absolutely its a Software Renderer (WARP), Direct3D 11, Vulkan

https://www.nightdivestudios.com/kex/
DOOM + DOOM II rerelease is kex 4.3 build it supports
JPEG - PNG images / have not found any BMP
XAudio2
unsure about the scripting

The performance of the warp renderer is sub optimal
Wicked 10 aug, 2024 @ 23:18 
Ursprungligen skrivet av Seamus:
The game doesn't use dx12 at all.

Good job.
Sorry I thought it does because system requirements says that
< >
Visar 1-15 av 16 kommentarer
Per sida: 1530 50

Datum skrivet: 10 aug, 2024 @ 21:26
Inlägg: 16