best option for OGL?

General discussion of the port and Doom-related chat.
Post Reply
katZune
Forum Regular
Posts: 470
Joined: Mon Jun 04, 2012 9:41 pm
Location: Mexico! aka the hell gate

best option for OGL?

#1

Post by katZune » Fri Mar 22, 2013 1:36 am

i want know what are the options for have less lag fps in ogl, i run fine basic wads and mods but like aow or huge maps i have low fps (10-20) so what are the better options for have more fps? or how i can have more?
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: best option for OGL?

#2

Post by ibm5155 » Fri Mar 22, 2013 2:05 am

hmm
resolution 800x600 or 1024x768
rendering quality:speed
vertical sync:off
sector light mode:dark
fog mode: off
fake contrast:off
particle style:square

on shader options all off:
texture options -> texture filter mode:none, antitropic filter:off, high quality resize mode:off

Most of things´ll run better with this

edit: on console
gl_fog_shader true
it may help you :)
Last edited by ibm5155 on Fri Mar 22, 2013 2:10 am, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

katZune
Forum Regular
Posts: 470
Joined: Mon Jun 04, 2012 9:41 pm
Location: Mexico! aka the hell gate

RE: best option for OGL?

#3

Post by katZune » Fri Mar 22, 2013 2:59 am

thanks ibm! now i feel it more smooth :)
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

User avatar
ZZYZX
Posts a lot
Posts: 742
Joined: Thu Jun 07, 2012 5:56 pm
Location: Ukraine
Clan: A3
Clan Tag: [A3]

RE: best option for OGL?

#4

Post by ZZYZX » Fri Mar 22, 2013 11:59 am

ibm5155 wrote: hmm
resolution 800x600 or 1024x768
rendering quality:speed
vertical sync:off
sector light mode:dark
fog mode: off
fake contrast:off
particle style:square

on shader options all off:
texture options -> texture filter mode:none, antitropic filter:off, high quality resize mode:off

Most of things´ll run better with this

edit: on console
gl_fog_shader true
it may help you :)
This helped a LOT. My FPS in GL jumped from 20 to ~100 on classic maps.
Last edited by ZZYZX on Fri Mar 22, 2013 11:59 am, edited 1 time in total.

User avatar
Medicris
Forum Regular
Posts: 614
Joined: Mon Jun 04, 2012 5:29 am

RE: best option for OGL?

#5

Post by Medicris » Sat Mar 23, 2013 6:16 am

Do shaders have the effect of looking prettier or accelerating the drawing of their respective elements? I was never sure whether I should turn them all on or off to reach the best performance.
Last edited by Medicris on Sat Mar 23, 2013 6:17 am, edited 1 time in total.

katZune
Forum Regular
Posts: 470
Joined: Mon Jun 04, 2012 9:41 pm
Location: Mexico! aka the hell gate

RE: best option for OGL?

#6

Post by katZune » Sat Mar 23, 2013 8:41 pm

one question, what does the gl_fog shader ?
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

User avatar
mr fiat
Frequent Poster Miles card holder
Posts: 858
Joined: Tue Jun 05, 2012 3:28 pm
Location: netherlands

RE: best option for OGL?

#7

Post by mr fiat » Sat Mar 23, 2013 10:32 pm

you also could use RGBA2 instead of RGBA4 this helps too, or if you REALY don't care about visuals you could use COMPR_RGBA which makes the textures look like garbage in some cases. it didn't on my old pc thou.

User avatar
-Jes-
Frequent Poster Miles card holder
Posts: 975
Joined: Fri Aug 03, 2012 9:55 am
Location: Void Zone

RE: best option for OGL?

#8

Post by -Jes- » Sun Mar 24, 2013 2:27 am

Medicris wrote: Do shaders have the effect of looking prettier or accelerating the drawing of their respective elements? I was never sure whether I should turn them all on or off to reach the best performance.
Prettier I believe, though I can't be sure. The visual difference is - at least on my end - negligible, as is the performance diff.
Last edited by -Jes- on Sun Mar 24, 2013 2:28 am, edited 1 time in total.

User avatar
StrikerMan780
Forum Regular
Posts: 279
Joined: Tue May 29, 2012 9:16 pm
Clan: Shadow Mavericks
Clan Tag: [SM]

RE: best option for OGL?

#9

Post by StrikerMan780 » Sun Mar 24, 2013 2:59 pm

I'd suggest keeping on Shaders for Texture Warp, otherwise expect some major lag on higher res textures that have warps. (128x128, and above.)

If you're not running any WADs/PK3s with any large warping textures, depending on your card, you *might* get higher performance with it off, but I'm unsure.

Kind of depends on your video card. If your card's shader performance is decent, you might be better off leaving all shaders ON, as they'll likely be more efficient.
Last edited by StrikerMan780 on Sun Mar 24, 2013 3:43 pm, edited 1 time in total.

Post Reply