![]() ![]() ![]() You also have to consider how things such as ZScript, Decorate, etc. Yes, I will concede that some maps that lag could be in part to the mappers themselves, however, as you've said, some of the bottlenecks come from the rendering, which is the topic being discussed here in whole. When I say this, I speak from my own experience. If this were a consistent claim throughout the community, then I'd be glad to do my part in not saying this. And if a map performs badly in it, that's a fault of the mapper for not considering optimizing it, not of the source port itself. Given that and the extensive feature set, the port is about as optimized as it can get. I hope you can make good use of this information!Ĭan we all collectively stop throwing this nonsense around? GZDoom is optimized for modern hardware most of its performance bottlenecks come from still being based in the Doom engine, especially on the rendering side. The answer, in this map, with these settings, on this PC, is just over 15,000. I also did absolutely no experimentation around finding out if there's a more efficient map design. I didn't bother changing any part of my GZDoom setup (because life is too short), so this is 2560x1600 resolution with all the graphical bells and whistles still turned on. The player start is in a different section of the map to minimize rendering requirements. I placed 1,024 Commander Keens (as per the above comment, I agree they're probably the simplest monster), and then copied them on top of each other 15 times. The answer is, at least on my laptop, approximately 15,000. However, in the name of pointless whimsy, I thought I would have a go at finding out, to see how many enemies I could have in a level before the FPS drops to below 200. As others have pointed out, this is a ridiculous question, akin to "how long is a piece of string". ![]()
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