Gzdoom 35 fps I have constantly fps issues in other games while my gpu usage is as low as 20-40% and pushing poorly 50-60 fps His PC with that GPU he has 95-100% usage and around 150+ FPS and cpu usage around 40 (same as mine skylake) Is it possible that i just bought bad version of GPU that "unlucky" product? Fortunately for me, the second time I loaded GZDOOM via ZDL I hit Ctrl+Alt+F4 when I realized that my settings hadn't saved, thereby avoiding overwriting the settings I spent 15 minutes inputting. This means that, without modification, the released Doom source builds into a program with an essentially uncapped framerate. 0, and GZDooM 2. Post by Graf Zahl » Sat Feb 16, 2019 11:05 am. Due to higher static overhead you are more likely to get 1000 fps out of Duke Nukem on EDuke32 than on E1M1 on GZDoom, but this doesn't say anything about the renderer's performance characteristics. You'd be locked to just another FPS value with all the same shortcomings that occur if your system is too slow. I don't have any mods installed. Is there a way to increase the weapon sprite frame rate from 35, maybe even double it? I want a more varied fire rate on weapons, without decoupling the animation from the actual fire rate. 0 runs so poorly on my PC with an RTX 3060 and Ryzen 9-5900 regardless of In the display settings, theres an option "Rendering interpolation" Turn it on. I found a . Steps to reproduce the behaviour. If the OpenGL implementation installed on the OS is 3. Make sure you keep the core Hedon installation the same “Copy” do not “Cut” Otherwise I'd recommend using a different source port. ini file then start lowering everything in graphics settings and experiment, see what helps with FPS. The action of the game takes place in 2251. Re: GZDoom 4. Graf Zahl wrote:It depends mainly on the time needed for the graphics driver to process a frame. The game was developed by Marcos Abenante, more commonly known as Sergeant Mark IV, the author of the cult mod Brutal Doom. My rig has a Gtx 2080ti and 4K monitor which can run Doom Eternal at 4K maxed out with FPS averaging at 70-110fps. When true, the game is limited to 35 FPS, as it was originally in Doom. Lastly, make sure you are using the "hardware renderer", there is also an option between opengl and vulkan, try them both to see if it changes anything. 1 runs on 4. Because the Doom engine's internal game rate and frame rate are linked, the framerate will never be (much) above 35 fps if cl_capfps is true. wildweasel Posts: 21706 Joined: Wed Jul 16, 2003 1:33 am Lead GZDoom+Raze Developer Posts: 49211 Joined: Sat Jul 19, 2003 4:19 pm Location: Germany. Re: System requirements? Post by Rachael » Sat Jun 01, 2019 8:20 pm. No issues here. Link to post. 99. I never come past 35 FPS no matter what i do. 0 I still got really bad frames just from all the shit going on in a map like MAP28 of Speed of Doom. Advertisement Coins. 10 folder. (disables 35 fps cap during game pause) don't allow vid_dontdowait if neither vid_vsync is true nor vid_maxfps is set, in order to prevent coil whine; What Is The FPS Test? The FPS test is an AI-based FPS counter tool available online to count the number of frames per second users receives on their screens. 0 released. Just wondering--are frame dips expected behavior even for medium/high end builds? In gzdoom there is also a setting for max frame rate, set that to 60. This can be changed with the "vid_lowerinbackground" cvar. Enable "Rendering Interpolation" Done! Your fps will unlock at that point and you can enjoy higher FPS on your badass rig! Does some graphic setting effect fps more than it should because I see no reason it should be running this low. GZDoom is a dynamic, feature-packed game engine for immersive, modifiable gameplay experiences in the world of classic and modern FPS gaming. I noticed my fps counter will almost always dip with fast camera movement or encountering smoke/debris. Professor Hastig wrote: ↑ Tue Sep 26, 2023 5:46 am The key was to separate the mapping feature from the user preference so that both can coexist without getting into each other's way. It aids users to compare and distinguish between various frame rates required for convenient gaming and And now with 35 fps cap, lowest resolution and software render i couldn't notice it even if i tried hahaha Since its not game breaking for me, i would had overlooked it probably. I've lowered my settings to "Low" and it doesn't make much difference. A lot of other primitive DOS games had similar caps. Brutal Doom at times well as you can see can cause some bit of FPS drop. Some of those could be: BadInfluence wrote:While I've made a few quick Decorate based weapons, I'm still mostly new to modding in GZdoom, and haven't found any documentation on this. 3. Meanwhile, the alternative port, LZDoom, offers a distinct feature set, detailed below. P and it never changed but after an hour i go back into it and im getting 35-50FPS on ultra no settings motified even V-sync is on . 1. But I encoutered 2 problems: 1st - I know that I can use software for recording videos from games like Fraps to measure fps, but I always prefer to use in-game built system for measuring fps A fan made remake of the addon for ZDoom and ZDoom derivatives (GZDoom, LZDoom) is available at this thread. 1 version in dpkg. The project that initially sparked the request was for my own use. A console command that shows you how much FPS your getting. What Lead GZDoom+Raze Developer Posts: 49211 Joined: Sat Jul 19, 2003 4:19 pm Location: Germany. 120+ FPS: See Source ports. integer Degrees Name 0 0° Never 0. So also runs at 35 FPS @ 85hz? That's kinda corny, the tic should be running from an intterupt level timer (maybe they are), besides, it should be moved up another 5 As of Writing this GZDOOM runs version 4. Run GZDoom with a fresh INI; Enable V-Sync in display options; Also, set "Max FPS" to a high enough value so that FPS is not limited by it; Your configuration I used to have a computer that could barely run it, meaning that it ran at 30 fps most of the times. Which map? All maps, although I noticed it a lot more The Doom Unity ports run internally at 35 FPS, like the original games, and use interpolation to reach 60 FPS+. Also supports Heretic, Capped at 35 FPS; for 60+ FPS, see Example we tested warframe PC game. You can disable this by doing the following. Premium Powerups Explore Gaming. i know about the command that caps it to 35 fps, but i cant figure out a way to cap it at a custom set cap or is this not possible? Top. GZDoom also has the problem of sometimes even when you have a better hardware it runs worse than it should. Plot. Aside from that, nothing is really gained. add a 1:1. “A vintage immersive FPS on GZDoom with a cold post-apocalyptic atmosphere, dieselpunk elements, and a retro-realistic style. 25 . But keep in mind that this value is relatively useless. The most likely bottleneck is your clock speed, especially for geometrically-complex maps or slaughtermaps with lots of actors. Since the GPU has less to do it doesn't get as hot. Lastly, some reason in the Brutal Doom Weapon Test Physics of Doom 1 engine works always at 35 fps anyway. Yes - you may use this in projects - just keep in mind I have not tested what happens if someone else happens to do so too. Well it was an early MS-DOS FPS. Here the problem is that Doom only ticks 35 times per second. Is there anything I can do to optimize this game? My computer should have the muscle necessary to run a Because ZDoom allows the framerate to go above 35 FPS, monster movement is interpolated by default so they move more smoothly and take advantage of the additional frames. AutoAim 35 When the integer is but the software renderer does not allow the players to view at extreme angles as opposed to GZDoom's OpenGL renderer. The result is a huge boost in FPS (particularly with heavy slaughter maps like Sunder MAP11). Post by AvzinElkein » Tue Jun 07, 2022 7:38 pm. Change that and non-subtle changes will occur that make ZDoom's gamaplay alterations irrelevant in comparison. I went into the AMD Control center and I set the V-Sync to always on, and I end up getting 1000 FPS in GZdoom with the latest drivers. generic name guy Posts: 123 Joined: Wed Nov 11, 2020 9:25 pm Graphics I'm currently playing Ultimate Doom with Brutal Doom and using GZDoom that's all nothing else. 3 implementation For example using 2. The frame pacing is pretty uneven cause of it. However, GZDoom has an option to do frame interpolation, which will force rendering to 60+ FPS while keeping all logic to it's native 35FPS framerate. Yes I’m playing doom 1 in gzdoom and I don’t see a setting to change frame rate it’s always 35fps I did it somehow on doom 2 but forgot how. Lowest Ive seen is 30 fps; highest Ive seen is 39 fps. Hope this helps anyone that runs into this problem, cheers. It even has settings for things like mouse movement and the 35 fps cap. There also is LZDoom, which is based on a newer version of GZDoom, so it can run most newer GZDoom-exclusive mods as well, but it might be more demanding than Zandronum. GZDoom a robust game engine offering immersive, customizable gameplay in classic and modern FPS worlds. Re: How to make the FPS counter large? When would you start to reduce detail? Some people play with capped 35 fps making many checks meaningless. Lippeth Lippeth Senior that smooths out the step rate of monsters and such (and that's 35 FPS anyway). GZDoom was used during development, 35 am Operating System Version (Optional): Windows XP Gangster Edition Location: Utah, USA. Useful information : Resolution : 3840 x 2160 Graphics Card : Nvidia GeForce GTX 980 CPU : Intel i7-4790k RAM : 16GB DDR3 ~40 FPS or below is uncomfortable for me, it feels like my input is detached from the action onscreen, wading through mud. What Like the title says - A Display Option to turn on and off the GZDoom FPS counter rather then using the console command. If you are still having trouble, it could be related to power saving modes on your laptop. 0 features. Recommended Like what is your hardware, what is your operating system, what version of GZDoom/LZDoom/whatever you're using, what mods you're loading, how you're loading it, what you've already tried for fixing the problem, and anything else 1. The rest are stretch goals, so to say: 2. Despite the discontinuation of the parent ZDoom codebase, the latest official release is preserved here for posterity. Running the latest NVIDIA driver (546. wad -file eviternity. However when running brutal doom I get FPS in the 40’s constantly. Top. Doom framerate was capped at 35 FPS; the 'Ticrate'. Good spot seems to be around 1000 sprites, to mantain 60 fps (I'm getting around 90 fps with ~500 sprites). Doom runs at a tic rate of 35 so maybe try cap at 70FPS with v-sync off. Not sure why an exact 35fps was chosen, could be primitive "netcode" or 1/2 70Hz CRT refresh rate, etc, but modern OpenGL source ports (GZDoom, Doomsday, etc) are all uncapped, ie, they've "unlatched" and recoded the GFX renderer's speed from the original fixed 35fps I'm using the latest dev build of GZDOOM. 0, you lose GPU acceleration on OpenGL 4. 2. Re: Moving directional light (flashligt) causes massive slow. wad Brutal Fate is an old-fashioned FPS game which develops the ideas from the Doom series and mods to the games from this series. Share GZDoom, the modder-friendly OpenGL and Vulkan source port based on the DOOM engine has a major new release up as they drop support for 32bit. 0, which will likely affect most users. Flashlights can also screw up FPS. Post by DrPyspy » Sun Mar 01, 2015 11:16 pm. I tweak settings to get to 60 FPS in pretty much every game I play, the smoothness I get from that framerate is so important the graphics actually look better to me, even if assets would objectively look much worse in a stand still screenshot. GZDoom with freelook, no crosshairs, and the difficulty on high is just so much better. 10. . 25° Very Low 0. Backup your gzdoom-USERNAME. (disables 35 fps cap during game pause) don't allow vid_dontdowait if neither vid_vsync is true nor vid_maxfps is set, in order to prevent coil whine; Forcing V-Sync on in the NVIDIA control panel correctly limits my FPS to 240. I'd like to stream my next playthroughs on Twitch, and OBS Studio picks GZDoom's game capture up just fine, but when OBS is running, my framerate in GZDoom drops from 60 fps to around 30 fps. When I look away from everything it shoots up to 60 FPS, when I look at everything alive it went down Included with GZDoom as of v4. 2. 2 ratio min-scale mode; allow summon to work with visual thinkers EDIT: Just re-read and saw that you did enable rendering interpolation. He's getting EXACTLY 30, so it might be due to VSync - too slow to maintain 60 + VSync on = immediate chop to So I used the pinned guide, at the top of this subreddit, to install GZDoom and Brutal Doom on my system. So I got this idea while playing Doom II (on the GZDoom engine). In fact, it doesn't even run properly at 35 fps. Using the target pointer of lights doesn't solve the jitter and is not suitable anyway as the light should emit from the actor's "shoulder". Running wads full of insane amount of enemies, or beautifully structured, and massive level designs will, of course, make the game run slower. A number of major changes were pulled in for GZDoom 4. Anyway, Doom originally played at 35 fps and the gzdoom source port does the same thing. Now that I updated my pc a little bit, I noticed something strange. It evens out the frame rate. Can be used with WadSmoosh v1. Your GZDoom or ZDoom may be too old! ↳ Official Discord Server; ↳ New Password Requirements and Password Reset; ↳ A quick notice about privacy (Re: Our efforts to combat spam) Official; tbh idk how it got fixed i've just been repeatedly messing with V-sync in-game and Nvidia C. Allow disabling black The Vanilla Essence mod lets you switch between GZDoom's default settings and vanilla style with a single key press. The problem with Unity port is that interpolation here doesn't work at all for some reason - the game runs choppy no matter what fps you get. 1° Medium 2. Valheim Genshin GZDoom is a feature centric port for all Doom engine games, based on ZDoom, adding an OpenGL renderer and powerful scripting capabilities - ZDoom/gzdoom. GZDoom runs game logic at 35 as well. Modern games have multithreading and rely most on the GPU to push a lot of polygons, but GZDoom relies on single-threaded CPU performance to process the map structure and actor scripting (which is Softpoly truecolor: 35 fps 1920x1080 (vid_scalefactor 0. And when you uncap it just interpolates movement between that engine tick. wad eviternitywide. Key to remember is that Doom did not run at 35 FPS on hardware of the day! Your bread-and-butter 386 DX-33 ran DEMO3's Timedemo at like 18 FPS. The original 35 fps cap is also not something that's needed anymore. Now we will begin transferring files to the new GZDOOM 4. However, if you have a high-end machine, the performance impact may not be as obvious to Between the constant stuttering (especially using Vulkan) and relatively low FPS compared to a port like DSDA-DOOM, it makes no sense to me why GZDoom 4. 10 Hedon uses GZdoom 4. Any way to fix it? Thanks in advance! Graphics aren't the issue (usually). deb package of 2. Essential improvements Patches. vid_fps ; Default: false When true, displays the average framerate over the past second in the upper-right corner of the screen. Even after switching vsync off. This is a port of the FPS tutorial example for Game Maker 7. 17 as of now). For some reason, the menus are all locked to 35fps. I am by no means a purist, I can't stand the 35 fps limit of chocolate Doom, I just prefer the way it looks and plays on the two previously mentioned ports. New comments cannot be posted and votes cannot be cast. When false, Let's assume all default settings, we want minimum 35 fps, <10 seconds startup. Currently it's running a max of 200 FPS. This is the standalone game Ashes baed on GZDoom, I know its not a mod anymore but as its based on the game and highly popular I thought i would include it. Generally the engine GZDoom is demanding on computers, especially the ones with integrated graphics cards. So great that the community at large is crafting these new unique worlds away from Doom, yet still carrying its DNA alongwith it. I know GZDoom runs on one core as a limitation. GZDoom is the fancier option, but some mods are made to work on ZDoom and may give out errors with other ports. Press ESC. Ihavequestions Posts: 180 Let T be a given a LOGICAL frame with X time-stamp, and have 2 players, Player A with 60 hz monitor at 60 fps, and Player B with 120 hz monitor at 120 fps, both users will see the first frame at T0, and will have the same time to react, rather if player A with 60 fps will see the next frame after 16 ms, while player B with higher frequency will Same issue with other old FPS games like Eduke32. Not just bad but literally 1 FPS on the big maps with tons of monsters. Reason: my rig is jank because I don’t usually game and it was more than enough for me: Xeon Massive slowdown down to single digits (and below 1 fps even) happens during movement, but does not happen when stationary. exe -iwad doom2. The only solution I've found is locking the game to 35 fps, but it feels unplayable that way. I know doom was meant to run at 35 fps so could something have gone wrong with the interpolation setting. 0 coins. How do I Cap my fps ?? Currently it's running a max of 200 FPS. but i have serious issues with the Framerate. 5 . 5) OpenGL: 1165 fps Software: 305 fps Software truecolor: 178 fps Softpoly: 417 fps Softpoly truecolor: 243 fps CPU: AMD Threadripper 2990WX GPU: Nvidia Geforce RTX 2080 Even GZDoom's basic OpenGL 3. after firing two rockets, I instantly got super low FPS (over 15k sprites). Graphics Processor: Intel (Modern GZDoom) Re: Slaughter Map Performance Booster. Since the original game was purposefully capped at 35 fps, this is the only way to change this in GZDoom. I'm using win 7 64 bit - last windows update was a couple months back. You are correct. Out of curiosity, I tried launching Project Brutality on that map. High dynamic range display (HDR) For GZDoom, use vid_hdr console variable. Graf Zahl Lead GZDoom+Raze Developer Posts: 49211 Joined: Sat Jul 19, 2003 4:19 pm Location: Germany. i_timescale ; Default: 1. EDIT: Ok nvm. Archived post. 1. 7. Per page: I have 4 installs of gzdoom, I've turned any fps caps off and running completely vanilla, no mods. Or type cl_capfps 0 in the console. Perhaps many of the steam gamers aren't used to surfing the options as the old timers are haha. Zandronum is much lighter to run and is based on an older version of GZDoom. Post by Matzaov » Sat Jun 13, 2020 10:59 pm. Id really like to have a way to see the framerate when playing Doom Wads in GZDoom 4. Changing this requires a restart of the game. com, for Ubuntu Trusty, and it actually ran at 60 fps. Normal ZDoom ran extremely well. I would prefer to cap it at a lower FPS so it's more consistent and smooth. 5. idk but im just happy its fixed lol Thanks again for everyone who helped! Too much of the internal logic depends on 35 fps being 35 fps. When I have V-synch on (which is always one by default) in GZdoom, I get 30, but when I turn it off, it goes up to 1000 FPS. I start the game, and I look at my fps meter telling me that the game is running around 35 fps. You can stop it right now by turning off rendering interpolation off but then you only get 35 FPS. Share this post. Rachael Posts: 13885 Joined: Tue Jan 13, 2004 7:31 pm Preferred Pronouns: She/Her. Is that possible? (sorry if this is the wrong place) Thanks. I have no idea why gzdoom is running at 30 fps pls help me and thank you :)) 0. Interesting enough, I'm now messing around with the configurations, and by deactivating a few things (texture filtering, special effects and using Doom rendering), I could I know doom was meant to run at 35 fps so could something have gone wrong with the interpolation setting. I've played Doom 1 & 2 with uncapped fps on GZDoom but I kind of prefer the 35fps cap because the Doom experience to me is more authentic that way #5 < > Showing 1-5 of 5 comments . Of course it drops to around 35 fps if you disable uncapped frame rate. I have tried ZDoom but still nope 35fps is max. GZDoom, however, runs at 45 fps, regardless of what settings I choose or what map I run. Lead GZDoom+Raze Developer Posts: 49211 Joined: Sat Jul 19, 2003 4:19 pm Location: Germany. 0. Completely disable moving HUD elements due to the FPS counter. Go to "Set Video Mode" 4. GZDoom will run in either OpenGL mode (1) or software mode (0). Adventures of square is in software renderer mode by default. But with the constant 85 fps I am getting from my monitor this is only an issue with maps that actually drop below that. 8. Not sure about GZDoom, since it's not exactly vanilla-friendly. Reply reply More replies. well known game. 0 Controls the speed of the entire game program. Hi foks! I would like to cap my fps to 100 but I dont want to use vsync, which I utterly detest or "cl_caps" because I dont want to limit framerate of my Gzdoom to mere 35 frames. GZDoom is a feature centric port for all Doom engine games, based on ZDoom, adding an OpenGL renderer and powerful scripting capabilities - ZDoom/gzdoom. If anything, this once more highlights that, eh, we really need a Powered by GZDoom page somewhere because the amount of standalone titles on GZDoom tech is expanding rapidly. Vid_maxfps is set to 200 I used to play on GZDoom with 60+ FPS, but yesterday I downloaded the latest update and suddenly my FPS is now capped at 35! Is there any way to fix this? Vertical Sync is off. I pushed it to the limit I just recently got Ultimate Doom, Doom 2, & Final Doom on Steam, and downloaded GZDoom to play them with. We would like to show you a description here but the site won’t allow us. When I lock the fps to 35 the flashlight beams move smoothly tho (aside from the frame-drop problems but as said that's a GZDoom issue, not this mod's issue) Top. But If I set it to default (off unless specified by game) i get 30. I would prefer to cap it at a lower FPS so it's more consistent Like what is your hardware, what is your operating system, what version of GZDoom/LZDoom/whatever you're using, what mods you're loading, how you're loading it, what you've already tried for fixing the problem, FPS and Vsync Issue capped at 30. -. Just try the rogue devbuild at gzdoom-vintage. It's not game-breaking for me, mainly just an annoyance, since my Pretty self-explanatory if you know what frames per second is. There's a place for vanilla-friendly source ports, but in my opinion things like Doom's 35 FPS cap should always be removed. 50° Low 1. I'm not sure this will ever be fixed or can even be fixed given the way ZDoom updates actors. (disables 35 fps cap during game pause) don't allow vid_dontdowait if neither vid_vsync is true nor vid_maxfps is set, in order to prevent coil whine; Im running GZDoom gsynced @165hz and the game is supersmooth. So when I try the new levels, I notice that it goes at 50-40 fps, less than ideal. If anything should be moved, it should, naturally, be the FPS counter itself. Yes this, even GZDoom internally runs at the engine tick of 35 FPS. To compensate there is now also a "stat fps" which displays the FPS rate in the lower left corner. I think most source ports also use interpolation for high frame I've always played at solid 60fps, and now I won't get any more than 35 fps. Re: Game Maker FPS ported to Doom. Option "GZDoom FPS Counter", "vid_fps", "YesOrNo" OptionValue "YesOrNo" { 0, "No" 1, "Yes" } Top. Essentially, the issue manifests as micro stutters and inconsistent frame times (fps seems to bounce around + or - 5 fps no matter what fps cap I use). The primary edition, GZDoom, boasts advanced hardware capabilities with OpenGL and enhanced software rendering. Fight enemies with unique weapons and survive harsh weather conditions. ” $14. The 3 modes left under gl_lightmode are the ones closest to the original lighting formula with decreasing performance for increasing accuracy, allowing each user to set the 60hz with vsync makes the game feel like it has input delay due to the engine running at 35 fps on my experience boom based ports can handle the 60fps vsync better then zdoom based ones if gzdoom. The game logic is timed to 35 frames per second, but the renderer may be invoked any number of times per tic, effectively rendering the same scene multiple times in a row. So it seems both engines are behaving identically in this aspect. There's no setting to prevent new sprites from spawning, if they exceed X amount, is there? GZDoom has a problem with rendering long distance open areas even on my beast of a system. Go to Options. Maybe GZDoom could have a few presets for graphical settings so new players could easily get an idea of what's possible without needing to go deep into the myriad of options. Instead it will default to disabling interpolation when it is not the active window. Thanks Without frame interpolation I'm at like 35 FPS EDIT : FIXED IT!!! in case anyone else has this problem, I just needed to turn on "Rendering Interpolation" in options next to the FPS limit. 3 and does not require implementing the widescreen assets from the 2020 Unity ports. When you're in an intense battle and getting 35 fps instead of 60, it's a problem. Thu Nov 18, 2010 12:35 am. (minus glitchy textures, but that was sector Use vid_fps true console command to enable a FPS counter in GZDoom. haruko haruhara haruko haruhara Forum Regular;. The original DOS game normally runs at 35 FPS, so the monsters and game logic are tied to that framerate. Don't know what else could be happening, so I'd recommend asking in the forums of Doom-related sites like Doomworld. Capped at 35 FPS; for 60+ FPS, see Source ports. 1) open gzdoom 2) go to options 3) open video settings 4) activate vsync 5) restart gzdoom Reasons why this happens It possibly has something to do with mods because I have the same problem with heretic and still do So instead of not using mods activate vsync "vid_dontdowait" disables the 35 fps throttling in the menu; gzdoom process no longer changes its priority in windows. Most just use it to make some dynamic light shitting guns that 'require' gzdoom, and brutal doom wannabes (and brutal doom sucks) Lead GZDoom+Raze Developer Posts: 49211 Joined: Sat Jul 19, 2003 4:19 pm Location: Germany. I ran into the usual problem of bad framerate with GZDoom and BD. It also runs most mods just fine. I try to play Doom remake which runs via GZDoom. Code: Select all. The game can become really jerky if it alternates between 150 fps and 300 fps depending on what you are looking at. 3. My benchmarks suggest that generally any 486DX4 or above can maintain this 35 FPS Ticrate when running the original Doom. FPS counter in GZDoom? Classic Doom Hello. For starters, mouse behaviour has changed. Might see screen tearing though. dose yje tphy riaw tyyxb bwxyz zvzksjc wghi tnrd orey wweca ftbyl atrflz oiwzn jfsra