tp555
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Posts: 143 Likes: 5
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Post by tp555 on Nov 19, 2021 20:54:17 GMT
Hi im get some FPS Drops with Higher Res. on Close Walls with Objects !!
Same too with Core Release !
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Post by lucius on Nov 19, 2021 22:40:47 GMT
What resolution are you running at? What CPU?
TFE is using the software renderer derived from the original DOS renderer, so weaker single-core CPUs can experience low performance at high resolutions. Even high-end CPUs will struggle at 4k+ resolutions. In the future, there will be a GPU renderer which should improve performance in these cases. If the performance is too low, I would suggest running at a lower virtual resolution for now.
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tp555
Full Member
Posts: 143 Likes: 5
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Post by tp555 on Nov 20, 2021 0:35:58 GMT
Hi
nah , you don't saw in my Video , 1024x768 and 2560x1080 , and my CPU I7 3770 + GTX950 which did fine show with MSI Afterburner !
Software Renderer ? i see OpenGL ! But i know , the old I7 is a CPU Bottleneck , i have too a Faster Machine with I5 10400F , but not even on my Test Machine !
cheers !
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Post by lucius on Nov 20, 2021 1:04:54 GMT
It uses OpenGL to upscale and composite the framebuffer to the screen and do palette conversion, but the rendering is all done in software, just like the original game in DOS.
A few things I noticed -
1) You turned off async framebuffer uploads which reduces input latency by a frame but forces the CPU and GPU to stop and wait while the framebuffer is being uploaded, so you are limited by the transfer time from the CPU to GPU. Obviously the higher the resolution, the longer this transfer takes. I would recommend turning that back on if you are having performance issues.
2) It makes sense that a software renderer will run slower at higher resolutions, that is not a bug - just the nature of rendering (more pixels = more time).
3) You are getting worse framerate looking at an overlay (the switch), which makes sense because you are experiencing overdraw. Software renderers are especially sensitive to overdraw, which Dark Forces mitigates with wall segment clipping. But in the case of overlays, like the sign, its just drawn on top, meaning that up close its basically drawing the wall twice.
In other words, you are experiencing the expected behavior of a software renderer. I would recommend turning on async frame buffer updates in graphics settings and see if that helps. Otherwise, the two options are to either 1) play at a reduced resolution which works great based on your video, or 2) hold off until the GPU renderer is implemented, but that won't happen until early 2022. Either way, the performance reduction with higher resolutions is not a bug.
So I am going to move this to closed bugs.
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tp555
Full Member
Posts: 143 Likes: 5
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Post by tp555 on Nov 20, 2021 19:29:59 GMT
Hi
i did Try without Async Framebuffer or without all another like 3DO Rendering etc. in my Video , which did not improve the FPS , but ok CPU !
But may you can avoid this who want to player with the Software Renderer , the Current Version use 27% CPU Usage without Recording or anything , 2 Cores max. use the Force Engine.
I think 4 Cores Support with the Force Engine , and the older CPU's can better Speed Up !
Im Look forward to the Hardware Renderer Version
Cheers !
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Post by lucius on Nov 20, 2021 22:39:37 GMT
Remember that the original renderer was written to work in DOS, on a single core. I extended the renderer to support higher resolutions (floating point, etc.) - but made the minimum number of necessary changes to get it to work, the idea is to port Dark Forces not remake it. As a result, the software renderer has not been optimized, and making it multithreaded is non-trivial. These are changes I plan on making in the future, but not for version 1.0. The hardware renderer will be implemented before massive software renderer optimizations, which should take care of performance issues for most people. And preserving the software renderer during this process means there is something to test the hardware renderer against and make sure it doesn't introduce bugs or issues in mods. I hope that makes sense.
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