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So the "Software" Renderer always gives me perfect performance for the first level, but if I switch to OpenGL, it stutters and hitches like crazy. The ONLY setting that fixes the stuttering FOR ME is changing the in-game "Framerate Limit" setting to ***60FPS*** (I have a 60Hz Monitor). Besides that, I have V-Sync off in-game and forced it on in the Nvidia Control Panel. "Texture Mode" is set to "Filtered" (Didn't notice any performance change from "Classic"). "Anisotrophy" is at 16x, Palette Emulation is on, and I'm running at fullscreen 1920x1080 res.

I haven't tested performance for the full preview campaign yet, but when using OpenGL as the renderer, this "Framerate Limit" setting seems to totally kill performance with massive stuttering *unless* I set it to "60FPS".

Hopefully this will help someone, 'cause this is an awesome game so far and I hope the Dev optimizes it better in future builds/patches.

Windows 7 64 bit
NVidia GTX 980M
i7-4910MQ
16GB RAM
(Game was installed on a 1TB SSD)
Post edited March 24, 2018 by ChrisOzzie
That's interesting.

I also experienced some really weird stuttering and hitching and according to the GOG overlay my FPS drop in these scenarios to like 40 and below.
This happens pretty frequently in the first level in the outdoor area.
Afterwards in the second level it's not that bad anymore. But if the FPS count is correct, there are certainly some really weird FPS drops going on.

Regarding the settings:
I played the first level in OpenGL, 1920x1080, Frame Limit fixed to 60, Vsync turned off, Anisotrophy was set on 2x and textures were filtered.
So if I get this right, your tweaks don't affect the same problems on my side. But since my hardware couldn't be more different, I guess they don't have to. ;)
At first glance the game kinda runs better without a frame limit cap ingame for me, but this needs some more testing on my side.

My hardware:
Windows 10, latest patch version
i7 870
10GB RAM
AMD RX 460 (4GB)
Crucial BX200 with 500GB

In summary you can say, that the game definitively needs some more performance optimization with the opengl mode.
I didn't test the software mode though - gonna do that next. But I think I will get the same result.
It will be very good to know what version of OpenGL the game is using...
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Digital_CHE: It will be very good to know what version of OpenGL the game is using...
Someone linked a technical interview on the Doomworld forums and they are basically using the original Polymost renderer that was written for OpenGL 1.1.

https://www.youtube.com/watch?v=MHQv4mSG7_I
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Digital_CHE: It will be very good to know what version of OpenGL the game is using...
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mk47at: Someone linked a technical interview on the Doomworld forums and they are basically using the original Polymost renderer that was written for OpenGL 1.1.

https://www.youtube.com/watch?v=MHQv4mSG7_I
Is OpenGL 1.1 supported by modern GPU's or was it dropped?
Sorry to hear you're experiencing these issues!

Thanks for the detail in your reports.
We've identified the issue and have a fix coming in the next patch that should help!
I'll post an update here when the patch launches.

Thanks,
Alex
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pogokeen: Sorry to hear you're experiencing these issues!

Thanks for the detail in your reports.
We've identified the issue and have a fix coming in the next patch that should help!
I'll post an update here when the patch launches.

Thanks,
Alex
I'm getting frame skipping up the wazoo. It happens alot on the first lvl, and when the game is mid-save. I've got a GTX 580, which may not be top of the line, but it shouldn't have these kinds of issues right? I'm also on Windows 10 with an i5
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pogokeen: I'll post an update here when the patch launches.
Any word on when the new update that just came out will be released on gog?
As of early this past week, the new patch is out on GOG.

We're continuing to work on further improving performance. If you run into issues, please let us know & we will continue to work to fix them!

Thanks!
I am repeating here my post from the steam forums (but sightly adjusted):

I have also problems in both, software and opengl renderer. The software renderer is even worse. I stopped playing now, because the gameplay was running below 25 fps in level 2. The weird thing is that as soon as I open the menu ingame, the fps increase.

It seems that it doesn't matter if there is vsync or an fps limit active.

Heres my maiden.log: https://pastebin.com/kkErahbr

I hope that some further patch will resolve this or any configuration.
I have an Core i5-2500k, GTX 970 and Windows 7 64bit.

I was able to get 60 fps in the game, but only for some seconds when I looked at a specifiic spot or in an specific area.
Post edited June 06, 2018 by Kyle07
The software renderer shouldn't really be used in most cases (except on certain systems or as a novelty), and when you do don't run it in resolutions over 1280x720. It is drawing every pixel using your CPU, in addition to the CPU heavy calculations already being done anyway.

If you are using the latest update and GL mode you should be getting well over 100fps in basically all situations with that hardware IMO.

My assumption is that something else is eating CPU time and causing the game to be slow. The Build Engine is really CPU heavy.

This is copy and pasted (mostly) from the Steam forums:

Performance Tips:

* Make sure you're using the latest graphics drivers.
* Close background applications, particularly anti-virus, browsers, etc.
* Disable vsync
* Raise or remove the framerate cap
* For Nvidia users enable Multithreaded Optimizations in the NV Control Panel
* Please make sure that your CPU performance mode is set to its maximum.
* Due to texture and audio streaming, faster drives like SSDs can lead to better performance.
* If screen tearing is bothering you but vsync causes hitching, try enabling vsync in your graphics driver control panel while leaving vsync disabled in-game.

Classic video renderer issues:
* Enable Pixel doubling to raise framerates.
* Set your resolution to 720p and below if performance remains low.
Post edited June 22, 2018 by Mblackwell1024