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IDProjectCategoryView StatusDate SubmittedLast Update
0003790Zandronum[All Projects] Bugpublic2020-05-26 01:182020-05-26 01:18
Reportersimc 
Assigned To 
PrioritylowSeverityminorReproducibilityalways
StatusnewResolutionopen 
PlatformOSWindows x64OS Version8.1 & 10
Product Version 
Target VersionFixed in Version 
Summary0003790: slowdown with floor movements
DescriptionTriggering a floor movement action (lower/raise floor to somewhere) to a large number of sectors can cause a sudden fps drop. Depending of the number of the tagged sectors it can be seen as a minor nod or a total freeze of the game for a moment.
Steps To ReproduceHappens everytime. Not sure if it has the same volume on every machine, but for lower end computers I've tried triggering some 200 sectors at once starts to have an impact.

The attached zip file includes a test wad for Doom2 map01. The switch releases a Boom voodoo dummy which triggers 1000 sectors for every ~four seconds. For me it literally jams the game for a second or two. After that everything continues as normal until the sectors are triggered again. The movement for all the floors is zero.
Additional InformationNot throughly tested different lineactions but the ceiling movements might not to have the same slowdown effect.

Happens with Zandronum 3.1 alpha (May 1st), 3.0 and 1.2.2 (June 2014); in sp, not tested in multiplayer.

It doesn't happen with: gzdoom-r900windows, gzdoom-r323windows, GZDoom 1.1.01 (March 2008)

But it (or a very same kind of effect) does happen with: GZDoom 1.1.00 (Feb 2008), ZDoom 2.2.0 (Feb 2008) and the previous ZDooms to atleast 2005.

It doesn't seem to happen with other Doom ports atm.
Attached Fileszip file icon test_trigger_sectors.zip [^] (55,102 bytes) 2020-05-26 01:18

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- Issue History
Date Modified Username Field Change
2020-05-26 01:18 simc New Issue
2020-05-26 01:18 simc File Added: test_trigger_sectors.zip






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