![]() ![]() While vulkan+async compute is well known to boost AMD hardware like Vega/Fury that has ~4000 shaders, that is more because they have 4000 shaders, which can be API limited. It uses a FX9800 CPU, which is a derivative of bulldozer that has FPU sharing modules, while the APU has xbox 360 era specs. On the other hand, there are many games that perform worse in vulkan and especially dx12, because the optimization isn't better than driver performance in dx11/opengl. Vulkan helps bypass the api and drivers, so that makes sense. If all else fails or you aren't getting the performance you're hoping for, you might be interested in another source port like PrBoom+ (GLBoom to be more specific) at the expense of having less fancy GZDoom mods. It's actually one of the best ways to increase performance as lower values put less stress on your GPU, and there's also some people that prefer a "Classic" look for their game. I also have "Lost Soul translucency" set to 1.00 as well so they are no longer somewhat transparent.įor Video mode, try to set "Scale Factor" to as low as you can tolerate it. I also have "Classic Transparency" enabled so more things (like monster projectiles) are fully opaque and visible as a bunch of transparent things can slow the game down. ![]() We're almost there! For Display Options, turn off "Rocket Trails", and crank the number of particles all the way down to the lowest they can go! 0 decals and only 100 particles onscreen. I don't think Shadowmap filter makes that much of a difference on performance so I just have mine set to "Nearest" which means no filter. However, if you must have "Light shadowmaps" enabled (some maps like to use it for visuals), make sure "Shadowmap quality" is set to the lowest (128). If you absolutely must have them enabled, make sure "Light shadowmaps" are turned off. If you want more performance at the cost of loading times, then you should enable "Precache GL textures".įor Display Options > Dynamic Lights, match my settings once again. Otherwise, you can disable anisotropic filtering. Anisotropic filtering has minimal to no performance impact so I crank it up to high as it goes so the textures look a little nice from a distance. I think they should all be set to off already so don't worry about that.įor Display Options > Texture Options (OpenGL again), try to match my settings. At the top of this menu, you'll also see Stereo 3D VR and Postprocessing. At the bottom, hopefully your Rendering quality is still set to "Speed". In addition, Fog mode should be turned off as well. Those are mostly for loading times but if you have extra dynamic lights enabled then that is usually the reason that your game gets slowed down.įor Display Options > Hardware Rendering Options (for OpenGL), make sure your "Sector light mode" is anything but Software or Vanilla as I've heard that those two are usually costly on performance. Make sure you aren't loading any extra visuals such as lights or brightmaps. And I personally have never used LZDoom but I assume that you could probably translate some of the suggestions I give you for GZDoom over to LZDoom so here's how you can get better performance with GZDoom!: If it is capable, then you actually get better performance with OpenGL over Software rendering. Pkgdesc = 'Feature centric port for all Doom engine games'ĭepends =( 'gtk3' 'hicolor-icon-theme' 'libgl' 'libjpeg' 'libvpx' 'openal' 'sdl2' 'zmusic>=1.1.For your first question, it depends if your graphics card is capable enough to handle the latest versions of OpenGL. # Maintainer: Jan Cholasta # Contributor: Christoph Zeiler ![]()
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