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FTEParticles: Performance issue #418
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QSS culls particles when the sky isn't visible which causes snow just not to fall if you look away from it. Makes no sense to me so I disabled this. |
I looked at the level and the emitter setup is nonsense. It spawns thousands of particles that can never be visible. Don't know what to do with this. I don't want to revert to "rain is only visible if I look at the sky" just because one xmas jam level runs bad. |
Keeping this open, maybe there are more optimizations that can be done. |
Another behavior I noticed is if the game is minimized, or if you take a screenshot with printscreen or similar, the FTE particles will seemingly infinitely duplicate. So let's say I've the game minimized for 30 seconds, then when I open the game again, all of those (smoke) particles will obviously be a thick layer - to then go back to the expected rendering behavior since the game is running in the foreground again. |
FTE particles are super taxing on the framerate. My system:
It is best observed on the Arcane Dimensions starting map:
So FTE particles are absolutely terrible for fps, when there are lots of particles. |
What CPU is that? That sounds way too low. What binary are you running? Sounds like you are running unoptimized. |
Forgot to mention that it's at 4K with anti-aliasing disabled. I will test also check the framerate on my gaming PC (i7-8700K, GTX 1080TI, Windows 11) but I also expect a large performance impact with FTE particles, although the framerate is probably already so high that it probably does not matter. |
Made the same test on my Windows gaming PC mentioned above, at 4K with same settings than my laptop, using AD 1.20.3:
It shows that FTE particles have a huge impact on fps, even if in that specific case the hardware is so fast that it does not matter in practice. |
I would expect that on the Quadro it is actually GPU, not CPU limited because of alpha overdraw? Could you try reducing resolution? I didn't implement a menu toggle because it would be confusing for the user because it requires a map reload (can't tell QuakeC code to not use FTE particles after it's already initialized). |
At 1080p on my laptop with the Quadro, the framerate dips from 450 to 250 in the spamming rocket scenario on AD start map spawn point. |
The code was ported from QSS (which originally imported it from FTE Quake) and is just not written in a very performant way. Not sure if much can be done. |
Yup I understand this stuff is not easy. |
I'm definitely not disabling FTE particles by default. |
Understood ! |
Specifically I have this issue with map xmj21_mrtfradyang from xmasjam2021.
I have tried disabling fte particles via the r_fteparticles variable and indeed the framerate goes back to max after all particles have disappeared.
I guess it is an issue because there are a lot of particles (snowflakes), it seems the whole sky emits them, so maybe the issue lies in the mappers' hands, but it works without an itch in QSS.
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