Doomworld - AKA Troonworld, a dedicated safe space for pedophiles and megalomaniacs - Corrupting the Doom community since 2016

the older versions of the GZDoom renderer (the one that gets used on Zandronum and LZDoom) were more of his work, and for all of Graf's faults, those versions of the renderer run way better than the bloated mess that is GZDoom nowadays
When was the last time you played GZDoom? It is now more performant than LZDoom with the same settings, 20% higher fps in my case.

Zandronum only supports OpenGL and is totally outdated. It may run faster, but so does most every older type port.
 
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Autists keep pushing for new modding features, and running older versions of source-ports on modern Windows can cause it's own set of issues, i wouldn't have a problem with that if GZDoom itself didn't ran like absolute crap whenever it's not running the vanilla maps, and then you have said devs sperging out when called out on GZDoom's bad performance.
The joys of single-core performance…
My favorite thing about that first video is that their responses after seeing somebody with decent specs get 50 FUCKING FRAMES PER SECOND are all cope, with bullshit like “It’s because you modded it too hard” or “Vanilla is optimized”.
 
Where are these retards coming from? Will there ever be an end to them? Troonworld should be studied by scientists.


Registered 8 days ago, claims to be mapping for years, but is now tired of solo work. Of course, he doesn't provide a link to any of his "completed solo endeavors", because they probably don't exist and he picked the editor yesterday. Now he's looking for people to "polish" the 4 maps he's made recently. And by polish he "only" needs complete texturing, detailing, lighting, monster placement and combat design. It is not clear if his maps even have working doors lifts, or height variation, but if I am to guess, seeing when he's registered, and how he's never uploaded a map, i'm going to bet that he's just drawing layouts in 2d mode in the editor, and now he wants someone to do 90% of the remaining work, so he can take an equal credit for the authorship... Well that was my guess, and it turned that i'm very close, but it's somehow even worse. He posted multiple threads asking for people to polish his completed maps... i repeat "COMPLETED MAPS". What the hell is this?

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So, yes, he wants you to make everything for him, his maps are just flat empty layouts with no textures, no architecture, no doors, no outdoor areas, no windows, no height variation, no lighting, no line actions, no enemies, no weapons, no ammo, no power ups, and no keys. Also, no exit and no start, so you wouldn't have any idea what he wants the progression to be like, you'll have to make it up yourself. And he also wants to be shielded from criticism, warning people not be mean, and he's already reporting users to the mods, according to Obsidian.

Well, if he doesn't want "mean comment'', he's not going to like mine under his video here:

 
Nash has put out a statement (a) about the whole GZDoom implosion.

Images attached to the tweet/statement (Put into a spoiler as to not make the post too long and save on page space).
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I haven't kept up with GZDoom development for years, but who the fuck are the UZDoom developers? The only name I recognise is Nash, but the kind of patches I can recall him contributing were basic Decorate functions for his mods. Has he or any of the other UZDoom contributed any major features to GZDoom? Graf and dpJudas seemed to be the ones programming the substantial features.
 
When was the last time you played GZDoom? It is now more performant than LZDoom with the same settings, 20% higher fps in my case.

Zandronum only supports OpenGL and is totally outdated. It may run faster, but so does most every older type port.
A few months ago, when the KF Doom wad got released, but that got me thinking, over the years i've acumulated a bunch of old versions of different source ports, so i made a very quick and dirty benchmark of the initial room of MAP01 across a bunch of versions of GZDoom, going from 1.8.10 to the latest version 4.14.12 (also included Zandronum 3.1 and a couple of versions of LZDoom), yes i know this is not the most scientific way to compare things, and doing this makes me want to do a proper full autism comparison with FPS, frametime graphs, testing it with Winter's Fury and a full on stress map (might do it in the future, but i have to learn how to capture the data properly like Digital Foundry), but i wanted to do this quickly to get a basic idea of performance degradation over the years, and the results were interesting.
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Notes:
-All of the ports are running on the exact same settings (None (Linear) texture filtering with 16x anisotropic filtering, lights.pk3 loaded, running at windowed 1600x900, more on the resolution later) except a few exceptions, the latest versions of LZDoom and GZDoom removed the Dark mode from the sector light settings, which was the default mode on GZDoom for ages, so the default mode in those versions got used instead, i don't think it should affect performance much, also i didn't used "None (Trilinear)" for the texture filtering settings, since GZD 1.8.10 is so old it only has Trilinear filtering for the regular filtered textures mode.

-The tests were ran on windowed mode to get them done quickly, if i ever do more exhaustive benchmarks in the future, i will run them on fullscreen mode (even if i think the more recent versions of GZD removed the exclusive fullscreen mode and only have borderless fullscreen)

-For some ungodly reason, the latest version of GZD came with a horrid dithered filter enabled as default, had to remove it and benchmark it again because it looks like shit and it could affect the benchmark result.

-Only OpenGL was used for the newer versions of GZDoom that have extra renderers like Vulkan, OpenGL ES, or the new software mode, i know the Vulkan mode specially should make a difference for the people who have hardware that supports it, but i wanted to make this quickly, any future benchmarks i do will include these modes for completeness.

-All of these were ran on the same machine, an i7-4790 with a GTX 1070ti running Windows 10.

But even with this quick and dirty test, you can see how GZDoom's performance has degraded over the years, even when the new visual features aren't being used, curiously both LZDoom versions i tested ran better than the latest version of GZDoom.

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Doomtuber furfag Dwars (best known for making videos about different Doom source ports) made a video about the current situation, it covers Graf's previous spergouts over the years, and shilling mentioning UZDoom at the end.

480p archive:

 
Texture filtering being disabled by default and Christoph's response sent my sides to the Patrick Tomlinson thread.
 
yes i know this is not the most scientific way to compare things
Look, come back if you can ensure comparable testing conditions, and you actually test features that are not available in other ports. Comparing this to something with 8-bit palette graphics with no scripting support is ridiculous.

I tested the same map with the same settings and mods (nothing performance-heavy, just very basic QoL stuff) in GZDoom, LZDoom, and VkDoom, and GZDoom came out best. That's my benchmark, then. And I am fully aware of the fact that none of the ZDoom ports can handle nuts.wad well. If you want that, play Helion.
 
Lmao all it took was AI code for the trannies to split from the main GZDoom codebase. Perhaps I should consider this as a solution in the event I ever have a project that gets infested with troons.
 
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