Closed LordKane1701 closed 1 year ago
try r_shadowMapLodBias 4 to reduce the quality of the soft shadows
further than this I don't know any more commands to reduce the quality of the current implementation, the next solution I guess would be to add a lower quality shadowmap algorithm, maybe even disable the soft shadow mapping, it would look ugly but older cards would be able to play it.
Will do that, thank you for the suggestion
On my Nvidia 1070 and Ryzen 1700, my fps drops as low as 35fps in some areas with shadow mapping on. Using r_shadowMapLodBias 4 only improved my fps ~10. I guess it just needs more optimization.
I suppose adding Vulkan support from vkdoom 3 would keep it around 50-60 fps minimal.
My AMD RX 540 does drops 27~ frames sometimes
Same problem here, RX 580, soft shadows kills the fps
I was having the same problem. I was puzzled at first because the GPU load was nowhere near 100%. How can this be, that I get 45-60 (but below 60) fps while being under 100% GPU load? Can single shaders / effects screw up the framerate like this without utilizing the GPU 100%? Is it because buggy shaders force the rest of the GPU to wait or something? Just trying to understand low framerates with <100% GPU load (given CPU is not 100%).
@brazzjazz Maybe shadowmapping is constrained by the GPU memory bandwidth, which means the GPU core isn't used at its full potential.
shadowmaps in The OG Doom 3 via dhewm3 dont have any sort of perf hit so im surprised
dhewm3 doesn't have shadowmaps but uses the old stencil shadows, that's why it's fast, but the shadows are also not "soft"
This problem still persists in 2021. Is it really that no solution was found yet? I'm not able to play this mod then unfortunately.
This problem still persists in 2021. Is it really that no solution was found yet? I'm not able to play this mod then unfortunately.
Try entering r_shadowMapLodBias 4
in the console to reduce the quality of the soft shadows. (Use Tilde or Shift + Escape to open the console.)
r_shadowmapsamples down to 2 or 4 for a less sampled bluring on the shadow maps, it will increase shadow map acne though.
r_shadowMapLoadBias 2 or 4 is not really helpful. I measured this again on my current system in 1440p.
As you can see with com_showFPS 3 this is one of the heaviest performance penalty corners I can find in the game. About 8100 drawcalls and you only save 0.1 milliseconds by suffering a worse quality. I got a lot of feedback that Nvidia users who have no performance problems at all. I optimized the master branch last year on a RX 580 and I figured that the shadowmap resolution isn't really a problem with the performance. It's simply the poor AMD Windows OpenGL driver and that RBDoom does too many context switches for shadow mapping.
A state of the art performance improvement would be to use a shadowmapping atlas with octahedral projection as shown here: http://hd-prg.com/tileBasedShadows.html
@RobertBeckebans Would the change below be more useful?
r_shadowmapsamples down to 2 or 4 for a less sampled bluring on the shadow maps, it will increase shadow map acne though.
It could be applied to AMD GPUs only, although I don't know if RBDoom has a way to apply cvars based on the GPU vendor.
Another big improvement could be to make "rs_enable 3" or "r_screenfraction 50" a credible solution, all pixel shader effects related to the _currentrender don't understand a _currentrender image with changing resolution.
Also it seems that a lower r_shadowMapSamples ( like at 1 ) is somewhat more useful when combined with r_shadowmaplodbias around 4. it's true that at lodbias 0 lowering the samples does next to nothing. that's my experience at a sub HD resolution in a 10 CU integrated GPU within a AMD machine. in that place you posted I get an increase from 18 fps - 20 fps to 24fps - 25fps
Hi, I have a older video card (a ATI Radeon HD 5770) and using soft shadows just murders my performance is there anything I can do about this?