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Partol

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Everything posted by Partol

  1. There is no stutter. I am just pointing out that vram usage is high (without compression). Yes, I check vram usage in all games which I play. My vram usage is displayed on-screen while gaming. Most games do not come close to using 1.5GB vram at 1920x1080. I played several other TDM missions (without compression) and they used 1000-1500MB of vram.
  2. I'll keep an eye on the image quality and cpu/gpu usage with compression on. If I dont see any difference, then compression stays on. I am still shocked that there was no performance problem, even when my graphics card ran out of vram. Thanks for helping.
  3. image_usePrecompressedTextures "1" image_useNormalCompression "2" image_useAllFormats "1" image_useCompression "1" image_preload "1" I just tested Fiasco at Fauchard Street with your settings. vram usage is now only 800MB. Which do you think is better? your settings or my settings? compression on or off? frame rate seems to be the same, but I'll do more testing.
  4. I am running TDM v1.05 Here are my settings in DoomConfig.cfg located in doom3/returntothecityv2/ and also here doom3/darkmod/ image_usePrecompressedTextures "1" image_useNormalCompression "0" image_useAllFormats "1" image_useCompression "0" image_preload "1" game settings: 1920x1080 AA = 8x and AF = 8x ambient rendering = enhanced interaction shader = enhanced post processing = enabled object detail = very high When I first start Return to the city v2 or Fiasco at Fauchard Street, I see "mission loading". (I assume main ram is loading). Next I see, "Mission Loaded please wait" while vram usage increases. When vram reaches 1520-1530MB, there is a very brief pause and the map starts.
  5. Hi. I am a new person here. I played some TDM a year ago, on my old computer. TDM was good when it started, but it's better now, and there are many more fan missions now. I am delighted to be back. I am now playing on a Nvidia GTX 580 with 1.5GB vram. Already, 2 FM's have used all 1.5GB vram: Fiasco at Fauchard Street and Return to the City V2. From my experiences in directX games, when all vram is used, fps will greatly decrease and the game will be very laggy. I am absolutely shocked that in 2FM's, all vram is used and fps is a constant smooth 60fps. How is this possible? Is it normal in openGL games that fps will not decrease even if there is too little vram? Or does doom3 have special vram handling? Did TDM coders make special code to handle vram? Seriously, I wish all PC games could handle vram as effectively as TDM does. It's very satisfying to use all vram without any negative effects.
  6. Crysis 1 is dual-core threaded. Doom 3 is single-core threaded. Doom 3 uses no more than 50% of your dual core cpu. A 1600MHz laptop C2D is too slow for playing modded doom 3. 1600MHz is enough for Crysis 1 (because it is dual-threaded) but not for modded Doom 3. Back in 2008, I played Crysis 1 with a Nvidia 8800GTS 320MB vram at 1680x1050 in dx9. Crysis 1 runs amazingly well on weak videocards with low vram. Play the dark mod on a desktop cpu and desktop graphics card. I suggest at least 3GHz cpu and at least 1GB vram.
  7. New member to this forum but long-time TDM fan. I feel I have a debt to pay to the wonderful people who work on TDM. Hope you find this information to be useful. - Windows 7 32-bit - core i3 530 at 4.15GHz - 4GB DDR3 ram - MSI GTX 580 at 865MHz (1.5GB vram) - Nvidia Drivers 270.61 - No problems. 100% smooth. Right now, playing Return to the City v2 in TDM 1.05 with steam version of Doom3 After viewing cpu usage in windows task manager, the doom3 engine appears to be single-threaded. Single-threaded means doom3 cpu usage is only up to 50% for a dual-core, 33% for a tri-core, and 25% for a quad-core. My core i3 has 4 threads (2 cores + 2 hyperthreads) and total cpu usage stays around 25% (approx 50% usage on each real core and almost nothing on each hyperthread). I mention this because players should know that multiple cpu cores will result in little or no frame rate increase compared to one cpu core. Update: I noticied that the dark mod sometimes seems to use more than one cpu core. My guess is all the code modifications are turning the dark mod into a multi-threaded game .... which is fantastic. But still, I have never seen cpu usage go past 2 cpu cores. I have proven this by playing on only 2 cpu cores (hyperthreading off) and there was no loss in frame rates. A fast dual-core cpu is more than sufficient to play the dark mod. My results for Return to the City v2 (data obtained in MSI afterburner) game settings: 1920x1080 AA = 8x and AF = 8x ambient rendering = enhanced interaction shader = enhanced post processing = enabled object detail = very high vram usage = 1490-1520MB (using almost all vram) gpu usage = 35-70% frame rate is 50-63fps (usually near 60) By the way, I also have Nvidia 3D vision but it does not work with openGL games. I disabled 3D vision in the control panel while playing TDM.
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