OpenGL and Software rendering, CPU usage

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mist
 
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OpenGL and Software rendering, CPU usage

#1

Post by mist » Tue Mar 13, 2018 12:08 pm

Hi)
Can anybody explain? Why OGL render using my CPU at ~30% and Software render, CPU usage is at ~10% Why under OGL so hi cpy usage? Video card must working, not cpu. Where i am wrong.

PS Zandorum 3, test under Win7, XP, Debian 9 rusult is same, OGL~30%, Software ~10%
PPS cpu(intel q6600), video(nvidia 9800gtx+, 2008 year)

mist
 
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Re: OpenGL and Software rendering, CPU usage

#2

Post by mist » Fri Mar 16, 2018 12:15 pm

Here screens. Boyz that not joke, why so hi usage cpu & gpu, so old game eat resources like modern games?! Please explain.

Zandorum-QuakeChampions:DE
Image
system
Image

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ibm5155
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Re: OpenGL and Software rendering, CPU usage

#3

Post by ibm5155 » Fri Mar 16, 2018 5:10 pm

you have an old setup and zandronum is cpu bound. it'll use as much as he can from your cpu, if you don't like it, cap your framerate or turn on vsync

EDIT: AND zandornum doesnt handle well many cores, so you'll see the cpu usage a bit higher than 25% because it's using 100% of a single core, the rest are drivers, fmod and the system usage
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mist
 
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Re: OpenGL and Software rendering, CPU usage

#4

Post by mist » Fri Mar 16, 2018 9:19 pm

Thanks for reply!)
ibm5155 wrote:
Fri Mar 16, 2018 5:10 pm
you have an old setup
and where i can get last build?
ibm5155 wrote:
Fri Mar 16, 2018 5:10 pm
and zandronum is cpu bound.
Understand.
https://www.doomworld.com/forum/topic/9 ... zandronum/
https://forum.zdoom.org/viewtopic.php?f=4&t=46367
Is where any solutions how reduce usage?
ibm5155 wrote:
Fri Mar 16, 2018 5:10 pm
it'll use as much as he can from your cpu, if you don't like it, cap your framerate or turn on vsync
With caped fps i have unsmoooth(35fps) framerate, with vsync i have lag
I am also try turn on vsync but i don`t see difference in cpu usage
ibm5155 wrote:
Fri Mar 16, 2018 5:10 pm
EDIT: AND zandornum doesnt handle well many cores, so you'll see the cpu usage a bit higher than 25% because it's using 100% of a single core, the rest are drivers, fmod and the system usage
This is very strange, but after i turn on and then off vsync, try set match process zandorum to numbers per cpu cores i have better situation with performance. But I did not find a reason for this ???
https://i.imgur.com/JOBFgnU.png

ps i have second PC i5,gf560ti,win7x64 and on it i have similar situation with cpu usage in Zandorum, little bit later i post screen

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Re: OpenGL and Software rendering, CPU usage

#5

Post by mist » Sun Mar 18, 2018 8:38 pm

Just look! :eek:
QC:DE vs QC system usage. Find differences :wink:
Image
Image

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Re: OpenGL and Software rendering, CPU usage

#6

Post by mist » Sun Mar 25, 2018 2:39 pm

So. Why Zandorum eat so many resources? Poor, not optimized code?

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Re: OpenGL and Software rendering, CPU usage

#7

Post by Catastrophe » Sun Mar 25, 2018 7:28 pm

mist wrote:
Sun Mar 25, 2018 2:39 pm
So. Why Zandorum eat so many resources? Poor, not optimized code?
It's because Zandronum follows GZDoom and the version of GZDoom that we're on uses a lot of CPU.

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Re: OpenGL and Software rendering, CPU usage

#8

Post by mist » Sun Mar 25, 2018 8:48 pm

Catastrophe wrote:
Sun Mar 25, 2018 7:28 pm
It's because Zandronum follows GZDoom and the version of GZDoom that we're on uses a lot of CPU.
I have no performance problems with GZDoom
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Re: OpenGL and Software rendering, CPU usage

#9

Post by Tiger » Sun Mar 25, 2018 9:33 pm

Hallo,
mist wrote:
Sun Mar 25, 2018 8:48 pm
Catastrophe wrote:
Sun Mar 25, 2018 7:28 pm
It's because Zandronum follows GZDoom and the version of GZDoom that we're on uses a lot of CPU.
I have no performance problems with GZDoom
This makes sense and fits perfectly. Catastrophe is right and I am willing to elaborate further to avoid confusions.

GZDoom, in version 2.0 and later, contains a rewrite of the OpenGL rendering engine [1]. With this rewrite, the foundation of the OpenGL renderer has greatly changed and contains vast improvements. However, currently, Zandronum uses an ancient version of the OpenGL rendering engine from GZDoom [1]. This can be seen in the changelog text file that is provided when you download the full Zandronum package installer:

Zandronum Version History.txt
3.0
---

*+ - Updated Zandronum's (G)ZDoom base to ZDoom 2.8pre-441-g458e1b1 / GZDoom 1.8.6. [Torr Samaho]
I hope this makes sense. If incase someone can further clarify and elaborate far better than me - please share.

Regards,

EDIT:
Also, I am omitting the Client\Server architecture overhead in the Zandronum engine.
Nicholas 'Tiger' Gautier

mist
 
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Re: OpenGL and Software rendering, CPU usage

#10

Post by mist » Mon Mar 26, 2018 6:11 pm

Thanks!
And how i can use lasted GZDoom + online play(server browser)?

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Re: OpenGL and Software rendering, CPU usage

#11

Post by Empyre » Mon Mar 26, 2018 9:20 pm

GZDoom doesn't have servers. Multiplayer is peer-to-peer.
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Re: OpenGL and Software rendering, CPU usage

#12

Post by Tiger » Mon Mar 26, 2018 10:54 pm

Hallo,

In regards to your question:
mist wrote:
Mon Mar 26, 2018 6:11 pm
Thanks!
And how i can use lasted GZDoom + online play(server browser)?
It is not possible as GZDoom and Zandronum greatly differ in terms of their network architecture. Zandronum utilizes the Client\Server Architecture, which allows clients to join game servers at any time or leave at any time without disrupting the game. GZDoom, in contrast, utilizes the Peer-to-Peer architecture. Because of the Peer-to-Peer architecture, clients must be connected to the main host (loosely speaking) before the game even starts. It is not possible to allow newly connected clients during the game and a slight disconnect can sometimes be enough to end the entire game. As such, it is just not possible to join in any games freely and at any time as you desire like you can with Zandronum.

You may try Zandronum 4.0 Alpha as an alternative, but I am not exactly sure if that particular developmental build contains any OpenGL improvements from GZDoom version 2.0 or later.


I hope this makes.
I could be grossly mistaken, so if anyone wants to jump-in - feel free.


Regards,
Nicholas 'Tiger' Gautier

mist
 
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Re: OpenGL and Software rendering, CPU usage

#13

Post by mist » Tue Mar 27, 2018 1:10 pm

Thanks, i am understand.
And where i can get Zandorum 4 alpha compiled binary?

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Re: OpenGL and Software rendering, CPU usage

#14

Post by Tiger » Fri Mar 30, 2018 2:19 pm

mist wrote:
Tue Mar 27, 2018 1:10 pm
Thanks, i am understand.
And where i can get Zandorum 4 alpha compiled binary?
Hallo,

You might have to compile the build yourself directly from the source code. Here is the wiki article that well walk you through the process: https://wiki.zandronum.com/Compiling_Za ... ual_Studio

I hope this helps.

Regards,

Edit: Just besure you are using the right branch in Zandronum's official repository.
Nicholas 'Tiger' Gautier

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