View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] |
ID | Project | Category | View Status | Date Submitted | Last Update |
0003790 | Zandronum | [All Projects] Bug | public | 2020-05-26 01:18 | 2020-05-26 01:18 |
|
Reporter | simc | |
Assigned To | | |
Priority | low | Severity | minor | Reproducibility | always |
Status | new | Resolution | open | |
Platform | | OS | Windows x64 | OS Version | 8.1 & 10 |
Product Version | | |
Target Version | | Fixed in Version | | |
|
Summary | 0003790: slowdown with floor movements |
Description | Triggering 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 Reproduce | Happens 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 Information | Not 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 Files | test_trigger_sectors.zip [^] (55,102 bytes) 2020-05-26 01:18 |
|