> The MPV patch of v0.1 is without a doubt build 36 (e16bab8). The "Cripy optimization" turns status bar percentage rendering into a noop if they have not changed. This prevents rendering to a scrap buffer and blitting to the screen for a total of 2 fps boost. At first I could not believe it. I assume my toolchain had a bug. But cherry-picking this patch on PCDOOMv2 confirmed the tremendous speed gain.
Good example of how the bottlenecks are often not where you think they are, and why you have to profile & measure (which I assume Viti95 did in order to find that speedup so early on). The status bar percentage?! Maybe there's something about the Doom arch which makes that relatively obvious to experts, but I certainly would've never guessed that was a bottleneck a priori.
I remember Slack eating up my CPU when it had to display several animanted emojis at once. Use some 20+ emojis and the intel mb pro couldn't handle it. Luckily they knew and there was an option to disable the animation. Now I have no idea if they fixed it since or it is one of those things that was "fixed" by M1.
Would like to see a write up on how it's even possible to achieve that when PCs from 20-30 years ago had no issue with such task.
This reminds me of having to go into spotify's package files to track down their version of this animation (an animated svg of a bar chart) and kill it, because it would destroy performance on my PC so badly that it was affecting other programs, causing hitches and freezes.
The animation's still there — and my PC is better now, so it doesn't stutter — but I'm willing to bet it's still burning waaay too many watts, for something so trivial.
Reminds me of the performance optimization somebody discovered in Super Mario World for SNES, where displaying the player score in was very inefficient, taking about 1/6 of the frametime allocated.
"SMW is incredibly inefficient when it displays the player score in the status bar. In the worst case (playing as Luigi, both players with max score), it can take about a full 1/6 of the entire frame to do so, lowering the threshold for slowdown.
Normally, the actual amount of processing time is roughly proportional to the sum of the digits in Mario's score when playing as Mario, and the to the sum of the digits in both players' scores when playing as Luigi. This patch optimizes the way the score is stored and displayed to make it roughly constant, slightly faster than even in the best case without."
As a gamedev, those slowdowns are common. Ui rendering, due to transparency, layering and having to redraw things, and especially from triggering allocations, can be a real killer. Comparing old vs new before allowing it to redraw is really helpful. I found layers and transparency was a killer in css as well in one project, but that was more about reducing layers there
My favorite example of this is the GTA Online insane loading time issue that ended up being due to poor handling of a 10MB json file (and was finally tracked down by someone outside their org). Took a 6 minute load time down to just under 2 minutes:
I had a similar case when I work on a Matrix client (NeoChat) and I and the other devs were wondering why loading an account was so slow. Removing the loading spinner made it so much faster, because the animation to render the loading spinner uses 100% cpu.
The original Doom must have been heavily profiled by id though, surely? Obviously there is a bunch of things that were missed, but I was in game dev at Doom time and profiling was half the job back then.
Well yes - it was an incredible feat of performance engineering. It's just that since then someone managed to make an extra three thousand commits worth of micro optimizations.
There is no evidence of any profiling in source code. It wasnt a thing you did in 1993. The best you could do was compile whole game with new changes, run benchmark loop and compare results.
I'm currently at the second job in my life where updating the progress bar takes up a tremendous percentage of the overall performance. Because our "engineers" have never used a profiler. At a large international tech giant :(
I do understand it though, at bigger companies you're less likely to want / need to worry about smaller things. Of course, I'm willing to bet money that they implemented a progress bar themselves instead of using an off-the-shelf one.
He ported the optimization from the Crispy Doom fork. Since this is one of the first changes in the repo I bet that this was a known issue at the time.
Back at the turn of the century we found that a performance sensitive part of our WIN32 app was adversely affected by reading a setting from an ini file - in Windows 2000, it was significantly slower than on earlier versions of Windows. The setting was just to determine whether to enable logging for that particular part of the app.
Ironically, it was rumoured Monster Hunter Wilds gets a performance boost if you fix a typo in an .ini file (https://steamcommunity.com/app/2246340/discussions/0/5962682...?), but that was debunked (the typo is restored when reopening the game, the .exe uses the same typo so it's not that the wrong value is being read).
Yep, in a real situation the player would be constantly moving around collecting hp/ammo/weapon, losing health/ammo to monsters... all these would cause the status bar to be frequently updated.
> To get the big picture of performance evolution over time, I downloaded all 52 releases of fastDOOM, PCDOOMv2, and the original DOOM.EXE, wrote a go program to generate a RUN.BAT running -timedemo demo1 on all of them, and mounted it all with mTCP's NETDRIVE.
I'm probably not the real target audience here, but that looked interesting; I didn't think there were good storage-over-network options that far back.
A little searching turns up https://www.brutman.com/mTCP/mTCP_NetDrive.html - that's really cool:)
> NetDrive is a DOS device driver that allows you to access a remote disk image hosted by another machine as though it was a local device with an assigned drive letter. The remote disk image can be a floppy disk image or a hard drive image.
> I didn't think there were good storage-over-network options that far back.
Back in school in the early 90s we had one computer lab where around 25 Mac Plus machines were daisy chained via AppleTalk to a Mac II. All of the Plus machines mounted their filesystem from the Mac II. It was painfully slow, students lost 5-10 minutes at the start of class trying to get the word processor started. Heck, the Xerox Altos also used network mounts for their drives.
If you have networking the first thing someone wants to do is copy files, and the most ergonomic way is to make it look just like a local filesystem.
DOS was a bit behind the curve because there was no networking built-in, so you had to do a lot of the legwork yourself.
There was already relatively deep penetration of this stuff in the corporate world and universities way back in the early 1990s.
Where I want to school we had AFS. You could sit down at any Unix workstation and login and it looked like your personal machine. Your entire desktop & file environment was there and the environment automatically pointed all your paths at the correct binaries for that machine. (While we were there I remember using Sun, IBM, and SGI workstations in this environment.)
When Windows came on campus it felt like the stone ages as none of this stuff worked and SMB was horrible in comparison.
These days it feels like distributed file systems are used less and less in lieu of having to upload everything to various web based cloud systems.
In some ways it feels like everything has become less and less friendly with the loss of desktop apps in favor of everything in the browser.
I guess I do use OneDrive, but it doesn't seem particularly good, even compared to 1990s options.
Appletalk was horribly slow - 230.4 kbit/s. Ethernet was already 10mbit at the time (but a lot more expensive). General best practice would have been having the world processor installed on each machine and only saving files across the network, which would have made performance acceptable - but at the cost of needing a hard drive in all those plus machines (I don't recall the price a a harddrive at the time, but I'm guessing closer to $1000 for 20mb, compared to multi tb drives for around $100 today)
There is a neat trick where ipxe can netboot dos from an iscsi target, with no drivers or config dos gets read write access to a network share(well, not a share, if you share it it gets corrupted fast, a network block device). it feels magical but I think ipxe is patching the bios to make disk access go over iscsi.
I’m curious: were there NAS’ or WebDAV mount in the DOS era? Obviously there was FTP and telnet and such. Just curious if remote mounts was a thing, or if the low bandwidth made it impossible
Yes, there was Novell Netware that let you mount remote drives, and there were even file locking APIs in DOS to organize simultaneous access to files. In fact, DOOM's multiplayer code relied on part of Novell Netware stack (IPXODI and LSL). The remote mounts were mainly used on LANs though, not over Internet.
Yes, it's basically what Netware was, and Novell was a HUGE company.
SMB (samba) is also from the DOS era. Most people only know of it from Windows, though.
There were various other ways to make network "drives" as the DOS drive interface was very simplistic and easy to grab onto.
It was rare to find this stuff until Win95 make network connections "free" (before then, you had to buy the networking hardware and often the software, separately!).
A network redirector interface (for 'redirecting' local resource access over a network) was added at least by DOS 3.1 in 1985, possibly earlier in 3.0 (1984)
WebDAV didn't come out until the back half of the 90s, and it was slow to be adopted at first.
Back in the day, you could author a web page directly in GruntPage, and publish it straight to your web server provided said server had the FPSE (FrontPage Server Extensions), a proprietary Microsoft add-on, installed. WebDAV was like the open-standards response to that. Eventually in later versions of FrontPage the FPSE was deprecated and support for WebDAV was provided.
The linked GitHub thread with Ken Silverman is gold. Watching the FastDOOM author and Ken work through the finer points of arcane 486 register and clock cycle efficiencies is amazing.
Glad to see someone making sure that Doom still gets performance improvements :D
I feel like Duke 3D was probably the first mainstream accessible moddable FPS. Doom of course had plenty of level editors, but Duke Nukem brought the ability to alter and script AI as editable plaintext CON files, and of course any skills you learned on the BUILD engine were transferrable to any number of other games (Shadow Warrior, Blood, etc.)
Also shout out to anyone who remembers "wackplayer" - Duke's equivalent of the BEEP keyword.
AFAIK the CON scripting language (used in the *.CON files in DN3D) wasn't made by Ken Silverman but by the Duke Nukem 3D team at 3D Realms. I think it was Todd Replogle who wrote the CON stuff.
Last year I emailed Ken Silverman about an obscure aspect of the Build Engine while working on a similar 2.5D rendering engine. He answered the question like he worked on it yesterday.
I especially liked the idea of CR2 and CR3 as scratchpad registers when memory access is really slow (386SX and cacheless 386DXs). And the trick of using ESP as a loop counter without disabling interrupts (by making sure it always points to a valid stack location) is just genius.
Yes! I know nothing about low level programming, but the idea of using a register that you don't need for a fast 'memory' location is particularly clever.
That's awesome, just a great demonstration why these aspects of the game should be separated. It reminds me of the "modern" Clean Architecture for back-end applications.
"IBM PS/1 486-DX2 66Mhz, "Mini-Tower", model 2168. It was the computer I always wanted as a teenager but could never afford"
Wow - by 1992 I was on my fourth homebuilt PC. The KCS computer shows in Marlborough MA were an amazing resource for tinkerers. Buy parts, build PC and use for a while, sell PC, buy more parts - repeat.
By the end of 1992 I was running a 486-DX3 100 with a ULSI 487 math coprocessor.
For a short period of time I arguably had the fastest PC - and maybe computer on campus. It outran several models of Pentium and didn't make math mistakes.
I justified the last build because I was simulating a gas/diesel thermal-electric co-generation plant in a 21 page Excel spreadsheet for my honors thesis. The recalculation times were killing me.
Degree was in environmental science. Career is all computers.
"Wow"? Is it really necessary to give this guy a hard time for being unable to afford the kind of computers you had in 1992?
Anyway, there's no such thing as a "DX3". And the first 100MHz 486 (the DX4) came out in March of 1994, so I don't see how you were running one at the end of 1992.
My family's first computer - not counting a hand-me-down XT that was impossibly out-of-date when we got it in 1992 or so - was a 66MHz 486-DX2, purchased in early 1995.
I can't quite explain why, but as a matter of pride it's still upsetting - decades later - to see someone weirdly bragging about an impossible computer that supposedly outran mine despite a three year handicap.
That definitely brought back memories. Around '92, being a poor college student I took out a loan from my credit union for about $2,000 to buy a 486 DX2-50. For you younger people, that's about $4,000+ in today's money for a pretty basic computer. I dual booted DOS and Linux on that bad boy.
A 486DX and a 487? I thought the 487 was only useful for the SX chips?
...looked it up, apparently the standard 487 was a full 486DX that disabled and replaced the original 486SX. Was this some sort of other unusually awesome coprocessor I hadn't heard of?
Doesn't make any sense, perhaps it's AI-generated nonsense. There was a DX4 100 but no such thing as a "DX3". The 486 included an FPU so there'd be no reason to have a "487" which was a complete replacement for the 486SX chips. There were Pentium Overdrives but those were CPU replacements on the 486DX.
The 486sx had a 16 bit external bus interface so it could work with 386 chipsets. The DX processors had a full 32 bit bus and correspondingly better throughput. The 486 never included an integrated FPU, you had to add a separate co-processor for that. I could go on about clock multipliers and base frequencies but I'll spare you.
Good example of how the bottlenecks are often not where you think they are, and why you have to profile & measure (which I assume Viti95 did in order to find that speedup so early on). The status bar percentage?! Maybe there's something about the Doom arch which makes that relatively obvious to experts, but I certainly would've never guessed that was a bottleneck a priori.
https://www.granola.ai/blog/dont-animate-height
Would like to see a write up on how it's even possible to achieve that when PCs from 20-30 years ago had no issue with such task.
[1]: https://github.com/npm/npm/issues/11283
The animation's still there — and my PC is better now, so it doesn't stutter — but I'm willing to bet it's still burning waaay too many watts, for something so trivial.
--
1: https://web.dev/articles/simplify-paint-complexity-and-reduc...
Dead Comment
"SMW is incredibly inefficient when it displays the player score in the status bar. In the worst case (playing as Luigi, both players with max score), it can take about a full 1/6 of the entire frame to do so, lowering the threshold for slowdown. Normally, the actual amount of processing time is roughly proportional to the sum of the digits in Mario's score when playing as Mario, and the to the sum of the digits in both players' scores when playing as Luigi. This patch optimizes the way the score is stored and displayed to make it roughly constant, slightly faster than even in the best case without."
https://www.smwcentral.net/?p=section&a=details&id=35746
https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-times...
https://news.ycombinator.com/item?id=10974929
It’s far more expensive than people assume and in many cases is single-threaded. This can make logging the scalability bottleneck!
https://www.reddit.com/r/Doom/comments/8a1m9s/psa_deactivate...
Deleted Comment
Overall this can mean that in some situations the game feels not as smooth as before due to these variations.
Essentially when considering real time rendering the slowest path is the most critical to optimize.
I don't think the benchmark accounts that.
I'm probably not the real target audience here, but that looked interesting; I didn't think there were good storage-over-network options that far back. A little searching turns up https://www.brutman.com/mTCP/mTCP_NetDrive.html - that's really cool:)
> NetDrive is a DOS device driver that allows you to access a remote disk image hosted by another machine as though it was a local device with an assigned drive letter. The remote disk image can be a floppy disk image or a hard drive image.
Back in school in the early 90s we had one computer lab where around 25 Mac Plus machines were daisy chained via AppleTalk to a Mac II. All of the Plus machines mounted their filesystem from the Mac II. It was painfully slow, students lost 5-10 minutes at the start of class trying to get the word processor started. Heck, the Xerox Altos also used network mounts for their drives.
If you have networking the first thing someone wants to do is copy files, and the most ergonomic way is to make it look just like a local filesystem.
DOS was a bit behind the curve because there was no networking built-in, so you had to do a lot of the legwork yourself.
Where I want to school we had AFS. You could sit down at any Unix workstation and login and it looked like your personal machine. Your entire desktop & file environment was there and the environment automatically pointed all your paths at the correct binaries for that machine. (While we were there I remember using Sun, IBM, and SGI workstations in this environment.)
When Windows came on campus it felt like the stone ages as none of this stuff worked and SMB was horrible in comparison.
These days it feels like distributed file systems are used less and less in lieu of having to upload everything to various web based cloud systems.
In some ways it feels like everything has become less and less friendly with the loss of desktop apps in favor of everything in the browser.
I guess I do use OneDrive, but it doesn't seem particularly good, even compared to 1990s options.
SMB (samba) is also from the DOS era. Most people only know of it from Windows, though.
There were various other ways to make network "drives" as the DOS drive interface was very simplistic and easy to grab onto.
It was rare to find this stuff until Win95 make network connections "free" (before then, you had to buy the networking hardware and often the software, separately!).
[1] https://www.os2museum.com/wp/redirectors-and-dos-3-0/
Back in the day, you could author a web page directly in GruntPage, and publish it straight to your web server provided said server had the FPSE (FrontPage Server Extensions), a proprietary Microsoft add-on, installed. WebDAV was like the open-standards response to that. Eventually in later versions of FrontPage the FPSE was deprecated and support for WebDAV was provided.
Glad to see someone making sure that Doom still gets performance improvements :D
So in a way, I owe my whole career and fortune to KenS. Cool.
Also shout out to anyone who remembers "wackplayer" - Duke's equivalent of the BEEP keyword.
I especially liked the idea of CR2 and CR3 as scratchpad registers when memory access is really slow (386SX and cacheless 386DXs). And the trick of using ESP as a loop counter without disabling interrupts (by making sure it always points to a valid stack location) is just genius.
- IBM MDA text mode: https://www.youtube.com/watch?v=Op2tr2lGK6Y
- EGA & Plantronics ColorPlus: https://www.youtube.com/watch?v=gxx6lJvrITk
- Classic blue & pink CGA: https://youtu.be/rD0UteHi2qM
- CGA, 320x200x16 with 'ANSI from Hell' hack: https://www.youtube.com/watch?v=ut0V1nGcTf8
- Hercules: https://www.youtube.com/watch?v=EEumutuyBBo
Most of these run worse than with VGA, presumably because of all the color remapping etc
Any love for Tandy Graphics Adapter? I'd hate to have to run in CGA :( would need a 286 build for my Tandy 1000 TL/2, if it was still alive.
Wow - by 1992 I was on my fourth homebuilt PC. The KCS computer shows in Marlborough MA were an amazing resource for tinkerers. Buy parts, build PC and use for a while, sell PC, buy more parts - repeat.
By the end of 1992 I was running a 486-DX3 100 with a ULSI 487 math coprocessor.
For a short period of time I arguably had the fastest PC - and maybe computer on campus. It outran several models of Pentium and didn't make math mistakes.
I justified the last build because I was simulating a gas/diesel thermal-electric co-generation plant in a 21 page Excel spreadsheet for my honors thesis. The recalculation times were killing me.
Degree was in environmental science. Career is all computers.
Anyway, there's no such thing as a "DX3". And the first 100MHz 486 (the DX4) came out in March of 1994, so I don't see how you were running one at the end of 1992.
My family's first computer - not counting a hand-me-down XT that was impossibly out-of-date when we got it in 1992 or so - was a 66MHz 486-DX2, purchased in early 1995.
I can't quite explain why, but as a matter of pride it's still upsetting - decades later - to see someone weirdly bragging about an impossible computer that supposedly outran mine despite a three year handicap.
...looked it up, apparently the standard 487 was a full 486DX that disabled and replaced the original 486SX. Was this some sort of other unusually awesome coprocessor I hadn't heard of?
Possibly something software like maple could take advantage of
https://fabiensanglard.net/fastdoom/#:~:text=one%20commit%20...
i don't get the ibuprofen reference ?
Deleted Comment
>DOOM cycles between three display pages. If only two were used, it would have to sync to the VBL to avoid possible display flicker.
How does triple buffering eliminate VBL waits, exactly? There was no VBL interrupt on a standard VGA, was there?