Performance Tweaks: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
(64 intermediate revisions by the same user not shown)
Line 1: Line 1:
This article relates to performance issues ''for players''. For performance information ''for mappers'', see [[Performance: Essential Must-Knows]]
{{important|headline=For Players|text=This article relates to performance issues ''for players''. For performance information ''for mappers'', see [[Performance: Essential Must-Knows]] }}


== '''Minimum Specifications''' ==
== '''Minimum Specifications''' ==
Line 18: Line 18:
{{clear}}
{{clear}}


== '''Show FPS''' ==
<font size="4">


== '''Conventions''' ==
</font>


First, you can check how many {{abbr|FPS|frames per second}} are achieved by opening the console with {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) and type:
Most of the changes demonstrated in this article are via "Console variables" [[Cvars_in_The_Dark_Mod|CVARS]].


com_showFPS 1
The "seta" prefix is intended to save these settings permanently so that they are retained on restart and that
is what is used by Darkmod.cfg.


=='''Show Position'''==
<pre>


To identify the locations where problems are found, use these two cvars to render the positions as an overlay display while playing.
seta r_softShadowsRadius "2"


Open the console with {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) and type:
</pre>


<pre>
=== OBSOLETE Suggestions ===


g_showviewpos 1
Some configuration suggestions in this wiki are no longer applicable in the latest TDM versions and are only
<br>preserved for players running old versions. Where applicable these are labelled OBSOLETE so you can ignore them.


con_noPrint 0
=== Temporary Testing ===


</pre>
To temporarily test any settings, you can drop the "seta" and simply invoke the cvar and it's value (without double quotes) in
the console.


===TDM Show Viewpos ( New 2.12 )===
Example:


To accomplish the basically the same thing ( a little more refined ) the new tdm_show_viewpos cvar is now available
Open the console with {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) and type:


<pre>
<pre>


tdm_show_viewpos 1
r_softShadowsRadius 2


</pre>
</pre>


== '''Stop Time''' ==
<s>Note: Some CVAR changes in the console, such as vid_mode (resolution), r_multisamples (AA), r_swapInterval (V-Synch), image_anisotropy (AF)
cannot be changed without also invoking vid_restart.</s>


Moving and Thinking can impact performance in unexpected ways.  
NEW: As of TDM 2.07, almost all conventional settings can be altered without restarting the engine!
<br>When comparing graphical settings it might be best to "Stop Time" so that the entire scene is frozen
 
<br>and the FPS changes due to '''graphics options''' can be more easily compared.
{{clear}}
<br>Open the console with {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde is {{key|^}} on German keyboards) and type:
 
=== Toggle settings in realtime ===
 
With the exception of Resolution ( [[Performance_Tweaks#Lower_your_Render_Scale_(New_2.07)|"Render Scale"]] , most settings can be changed in realtime in the console or via a bind in Darkmod.cfg.
 
For example, you could bind both post-processing and enhanced interaction to the Z key to enable and disable them both by pressing that key


<pre>
<pre>


g_stopTime 1
bind "z" "toggle r_postprocess 0 1; toggle tdm_interaction_vfp_type 0 1"


</pre>
</pre>


in Darkmod.cfg


<font size="5">
{{clear}}


== '''Optimizing the OS performance'''==
=== Mission.cfg (New in 2.12) ===
</font>


Historically, TDM had significantly better performance on Windows because Doom 3 had no SIMD optimizations under Linux.
When TDM was a Doom 3 mod, you could add a DoomConfig.cfg file to specific missions under doom3/darkmod/fms/mission_name
<br>As of 2.06 and newer Linux TDM has both SSE SIMD and AVX optimizations so it can run faster under Linux due to less OS overhead.
<br>This allowed you customize settings on a per mission basis
<br>Unfortunately, the default "capped FPS mode" has never worked well under Linux so out-of-box Linux still performs worse.
<br>TDM introduces a new config file called mission.cfg that is meant to allow mission authors to make fleeting setting changes to dynamic settings
<br>'''Hence we advise switching to [[Performance_Tweaks#Uncap_FPS_(New_in_v2.06) | uncapped mode]] under Linux.'''
<br>You can use this file to replicate the old per mission concept
<br>If you have a weaker CPU and can install Linux ( dual boot, etc ) you may see 5 to 10% performance uplift when configured properly


* Make a mission.cfg file and place it under your darkmod folder. This is your global setting file.
* Make another mission.cfg file and place it under darkmod/fms/<mission_name>. This is your per mission setting file
* Add cvars to the per mission file in the format of seta r_something "0"
* For each cvar added to the per mission file, add the preferred default version to the global setting file


=== All OS Variants: File Permissions ===
To ensure the global setting gets re-applied, uninstall the current mission before installing a new one


Make sure your darkmod folder is located in a non-protected location.


On Windows, "Program Files" is protected and will cause problems saving any settings or installing Fan Missions.
=== Launch Options ===


On Linux, you should consider creating your darkmod directory under your /home/<username>/ folder to avoid permission issues.
You can also add the value as part of your target in your shortcut:


=== Linux UEFI Secure Boot ===
Example with two cvars:


With Secure Boot enabled in the BIOS, some Linux distros will fallback to (slow) open drivers and wont have access to most hardware features.
*  {{RMB}} Right click your Desktop shortcut to TheDarkMod and select Properties
<br>If your Linux distro doesn't offer "Signed Kernels" and "Signed Drivers" disabling UEFI may be the only way to have acceptable performance
*  On the Shortcut Tab enter the following into the "Target:" field
<br>We recommend that you consider using a Linux distro that offers Signed Kernels such as the latest Ubuntu, OpenSUSE, Debian, Linux Mint versions


=== Stop running programs in the background ===
<pre>


Programs running in the background might either eat up memory that is needed for <s>Doom 3</s> The Dark Mod, and thus cause swapping to the hard disk, or they might consume CPU time or other resources.  
"C:\darkmod\TheDarkMod.exe" +set r_softShadowsRadius 2 1 +r_useEntityCulling 1


This can cause either general slowdowns or ''hickups'' during game play.
</pre>


{{clear}}
(Assuming you installed into C:\darkmod)


=== Ensure that Programs are the main priority in the OS ===
* Then {{LMB}} click the Change Icon button and browse for the Darkmod.ico icon in your darkmod install path
* {{LMB}} Click Apply


To begin the process, type sysdm.cpl in Run box ({{key|Windows}} + {{key|R}}) and hit {{key|Enter}} to open the System Properties.
See also [[#Set_TheDarkMod_to_High_Priority|Set TheDarkMod to High Priority]]


Select the Advanced tab and under Performance, {{LMB}} click on Settings.
{{Clear}}
<br>


In the Performance Options box, select the Advanced Tab again.
== '''Evaluation and Diagnostics''' ==


You will see a section Processor Scheduling
=== Show FPS ===


Choose "Programs" then {{LMB}} click Apply.


{{clear}}
First, you can check how many {{abbr|FPS|frames per second}} are achieved by opening the console with {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) and type:


<font size="3">
com_showFPS 1
=== White-list TheDarkMod.exe in Security Software ===
</font>


Make sure that Windows Defender or Anti-Virus, Anti-Spyware, etc aren't constantly scanning or interacting
=== Show Position ===


with TheDarkMod.exe. Add it to your security white-list.
To identify the locations where problems are found, use these two cvars to render the positions as an overlay display while playing.


==== Windows 10 Granular Security Options ====
Open the console with {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) and type:


With new attacks like Meltdown and Spectre, Windows 10 has added CPU architecture specific security fixes.
<pre>
<br>Many of these have performance impacts. The impact is mostly on Storage access so loading times would
<br>normally be the only casualty of these changes. Still, it's possible that these protections might interfere
<br>with The Dark Mod in other ways.


Please review:
g_showviewpos 1


https://learn.microsoft.com/en-us/microsoft-365/security/defender-endpoint/exploit-protection-reference?view=o365-worldwide
con_noPrint 0


and disable the security options you feel are excessive.
</pre>


==== Disable TDM Connectivity ====
====TDM Show Viewpos ( New 2.12 )====


If you decide to bypass / safelist TDM in security software, you can mitigate risks posed by TDM's network connection by setting:
To accomplish the basically the same thing ( a little more refined ) the new tdm_show_viewpos cvar is now available


<pre>
<pre>


seta tdm_allow_http_access "0"
tdm_show_viewpos 1


</pre>
</pre>


in Darkmod.cfg to block connectivity.
=== Stop Time ===


This comes with the caveat that the in-game mission downloader won't work, you'll need to download missions from https://www.thedarkmod.com/missions
Moving and Thinking can impact performance in unexpected ways.
<br>and copying them to your darkmod/fms folder
<br>When comparing graphical settings it might be best to "Stop Time" so that the entire scene is frozen
<br>and the FPS changes due to '''graphics options''' can be more easily compared.
<br>Open the console with {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde is {{key|^}} on German keyboards) and type:
 
<pre>
 
g_stopTime 1
 
</pre>


<font size="5">
<font size="4">


=== '''Priority and Affinity''' ===
== '''Delete Darkmod.cfg after upgrade''' ==
</font>
</font>
If you run tdm_installer to upgrade TDM, it offers you the option to Restore Darkmod.cfg.
<br>When you do this, you may be reverting newer configuration defaults that have been changed in the latest release.
<br>While it may be inconvenient to reconfigure all your preferred settings from scratch, it may be best to start with this step ( deleting Darkmod.cfg )
<br>before tinkering with any other setting changes. ( Especially if you haven't done this for a few upgrade cycles. )
<br><br>Newer TDM versions keep your keybindings and controller settings in a separate file
<br>so you will just need to change resolution, brightness \ gamma, and other graphic quality settings
<br>in addition to game-play difficulty settings.


<font size="4">
<font size="4">
==== Windows Priority and Affinity ====
== '''Mission Updates''' ==
</font>
</font>


Note: As of The Dark Mod 2.08 Frontend Acceleration, defaults to 2 threads. When configuring affinity you should
Mission authors often discover performance problems after they release their missions.
<br>ensure that at least 2 cores ( preferably 3 ) are allocated to TDM. If you increase the jobs_numThreads value
<br>They will occasionally issue new mission versions that have improved performance.
<br>you should correspondingly increase the number of cores available in process affinity.
<br>Also, the TDM team will sometimes apply fixes to missions that can improve performance and stability in new release versions.
<br>We recommend checking the Mission Downloader for updates to your existing missions ( denoted with an asterisk )  
<br>Note: '''Savegames''' do not work between different mission versions.


===== Set TheDarkMod to High Priority =====
=== Known Taxing Missions ===


* Launch TheDarkMod
TDM performance can vary wildly depending on what any specific mission author has done to design their mission.
<br>Before deciding that TDM is unplayable on your hardware, please try less demanding missions
<br>The following are a few missions that are known to challenge low-end hardware configurations
<br><br>


''(Note: Do not start a mission or test map yet. If the 3D render is initialized it will take a long time to exit fullscreen and return to it.)''
* Scroll of Remembrance
* Briarwood Manor
* The Rats Triumphant
* Rightful Property
* A Bridge Too Far


* {{key|Alt}} + {{key|Enter}} to exit fullscreen
<br>Conversely, here are a few missions that should run well on low-end hardware ( in addition to the included "official" missions )
* {{key|Ctrl}} + {{key|Alt}} + {{key|Del}} to open your Task Manager
<br><br>
* {{RMB}} Right-click on TheDarkMod.exe the choose "Go to Details"
* (On the details\processes pane) {{RMB}} Right-click on TheDarkMod.exe and mouse-over Set Priority and choose High
* {{key|Alt}} + {{key|Enter}} to return to fullscreen


You can also edit your Desktop shortcut to start in High priority:
* Closemouthed Shadows
* The Outpost
* The Parcel
* Special Delivery
* The Thieves
* Thief's Den 1
* The Golden Skull
* Coercion
* Sir Talbot's Collatoral


* {{RMB}} Right-click your Desktop shortcut to TheDarkMod and select Properties
<br>
* On the Shortcut Tab enter the following into the "Target:" field
=== Missions that require 64-bit ===


<pre>
Some very large missions will not load when running 32-bit TDM versions on Windows ( or may have anomalies on 32-bit Linux )
<br>They simply cause TDM to exceed the Windows "2GB allocation limit" for 32-bit during loading.
<br><br>


cmd.exe /c start "TheDarkMod" /High "C:\darkmod\TheDarkMod.exe"
* The Painter's Wife
* Penny Dreadful 3: Erasing the Trail
* Shadows of Northdale ACT 1


</pre>
<br>( Note: You may be able to use [[#Image_downsizing|image_downSize cvars]] to lower resources to load these missions on 32-bit Windows. )


(Assuming you installed into C:\darkmod)
<br><br>


* Then {{LMB}} click the Change Icon button and browse for the Darkmod.ico icon in your darkmod install path
<font size="5">
* {{LMB}} Click Apply


===== Set TheDarkMod Affinity =====
== '''Hardware Considerations''' ==
</font>


If you have a limited number of cores or heavy background tasks are always consuming the
If you can correct hardware deficiencies you may not need to perform as many tweaks or setting changes.
default cores, you can set The Dark Mod to run on a specific core via "affinity"
<br>Sometimes it is as simple as a Driver or BIOS update. Other times, you may need to consider updating hardware.


* Launch TheDarkMod
=== Last resort: Upgrade your hardware ===
* {{key|Alt}} + {{key|Enter}} to exit fullscreen


''(Note: Do not start a mission or test map yet. If the 3D render is initialized it will take a long time to exit fullscreen and return to it.)''
<br>This whole wiki article is meant to assist players with making TDM run as best as possible on their current hardware.
<br><br>That said, you may find that the needed compromises are too harsh or that some missions still do not perform
<br>well enough even with an optimized configuration. As such, it may be time to consider hardware upgrades.
<br><br>Before upgrading it may still be advised to open a support thread in the forums, especially if your hardware is above the minimum specifications


* {{key|Ctrl}} + {{key|Alt}} + {{key|Del}} to open your Task Manager
<br>Modern games need a lot of computing power, and while you don't need the absolutely newest hardware to play them,  
* Click the Performance Tab and look at the CPU display to see which cores are the least busy
<br>upgrading single components of your machine can help tremendously:
* (On Windows 10, click the "Open Resource Monitor" link and then click the CPU tab and expand the right pane)
* Close the Resource Monitor and click the Processes Tab in Task Manager
* {{RMB}} Right-click on TheDarkMod.exe the choose "Go to Details"
* (On the details\processes pane) {{RMB}} Right-click on TheDarkMod.exe
* Mouse-over then click "Set Affinity" and uncheck cores you want to prevent TDM from using
* {{key|Alt}} + {{key|Enter}} to return to fullscreen


As with Priority you can set Affinity in your shortcut.
* If you got '''less than 2 GByte''' main memory, consider upgrading your memory. This really helps to reduce swapping, which introduces quite noticeable slowdowns.
* If you got a graphic card from NVidia older than the Geforce 8x00 series, consider upgrading it.
* Upgrading the (spinning) hard disk to SSD / NVME "Solid State" storage should improved loading times, especially on 2.10 and newer.
* For comparison, see '''[[Known_System_Configurations|Known System Configurations]]''' to see the weakest hardware known to run current TDM versions.


Example Target:
<br>Upgrading your CPU is possible in most cases but can be quite complicated and the cost might be so high that upgrading your whole PC might be a better value.
{{clear}}
<br>


<pre>
<font size="4">


cmd.exe /c start "TheDarkMod" /affinity 1 "C:\darkmod\TheDarkMod.exe"
=== '''Driver Considerations''' ===
</font>
----
''(IdTech4) The Dark Mod was originally based on OpenGL 2.0. (the same as Doom 3)''


</pre>
''GPU manufacturers have largely ignored issues with this older specification so a number of workarounds have been''


The affinity number is not matched to the number in your performance screen.
''compiled by the community to attend to erroneous behaviors or poor performance.''
For example "Core 0" in Task Manager is affinity 1. The values are in Hex but
are converted from binary where 1 represents an active core and 0 is disabled
in a descending order.


For example: Binary 1110 means Core 3, 2, and 1 are enabled while Core 0 is disabled.
''As of TDM 2.06 and newer The Dark Mod uses OpenGL 3.x so many of these suggestions are no longer applicable.''
Converting from Binary to Hex gives you /affinty E. This is a useful config if the majority
of your processes are running on Core 0. FE for an 8 core chip would accomplish the same result.


Another useful option is 0101 /affinity 5 which will select core 0 and 2 which are "real"
''That said, even OpenGL 3.2 (current requirement) is an old standard so some newer workarounds may be needed.''
cores in a Hyperthreading environment.


* Core 0 is 1
* Core 1 is 2
* Core 2 is 4
* Core 3 is 8
* Core 4 is 10
* Core 5 is 20
* Core 6 is 40
* Core 7 is 80
* Core 8 is 100
* Core 9 is 200
* Core 10 is 400
* Core 11 is 800


Again, the core number does not exclude hyperthread cores so if you have an 8 Core \ 16 thread CPU
{{clear}}
you must count all real and hyperthread virtual cores when setting affinity.


===== Windows Combined Example =====
==== Intel ( new 2.09 ) ====


You can include both priority and affinity switches in your shortcut
Some Intel drivers do not perform well with persistent mapping enabled.
<br>In 2.09 there is a special persistent mapping mode that works better for this hardware.
<br>You must disable standard persistent mapping to use this mode.


<pre>
<pre>


C:\Windows\System32\cmd.exe /c start "TheDarkMod" /High /affinity 5 "C:\darkmod\TheDarkMod.exe" +set r_softShadowsRadius 2.5 +r_useEntityCulling 1
r_gpuBufferNonpersistentUpdateMode "1"
 
r_usePersistentMapping 0


</pre>
</pre>


Start TheDarkMod with high priority on Cores 0 and 2 (real cores) and add two '''launch cvars''' ( See [[#Conventions|Conventions]]).


As you can see, you can make a huge launch string but once you go past 2 or 3 cvars it's best to
==== (AMD\ATI) Disable Catalyst AI ====


use Darkmod.cfg unless you wish to make multiple launchers for testing (etc).
2018: The latest Radeon Crimson and Adrenalin Drivers:


===== Process Management Note =====
Surface Format Optimization = OFF


''You can also either "End Task" on processes that you know you don't need or set them to "below normal" or "low" priority.''
[[FAQ#Disable_Catalyst_AI_in_recent_AMD_ATI_drivers|Disable Catalyst AI in recent AMD Drivers]]


''Moving these low priority processes to a different core via affinity is also an option.''
==== (AMD\ATI) Rename the executable ====


''Some processes, such as OneDrive.exe (which is integrated into the OS) will keep restarting so it's best to set these to "low priority"''
Most modern drivers have built-in profiles for the executable names of commercial games.


''If you are unsure what a process does, do not change it until you've researched the process.''
Renaming TheDarkMod.exe to the name of a commercial OpenGL game may gain you some optimizations


<font size="4">
or even a Crossfire profile (I believe DarkAthena.exe had one.)
==== Linux Priority and Affinity ====
</font>


Note: Linux generally does a good job of ensuring that other applications or processes are not impacting
Known working renames:
<br>game performance ( or really any foreground application performance ).
<br>Managing affinity and\or priority usually has little to no effect in Linux unless you knowingly have lots of other heavy applications running.


===== Linux Priority =====
DarkAthena.exe (thus far the most consistent improvement)


NOTE: Some modern Linux distros that use pipewire audio will not render audio if
Doom3BFG.exe
<br>the initial command that invokes the application is run as root or sudo. I am currently investigating a workaround.


You can launch TDM with a very high priority via the "nice" command:
Wolf2MP.exe


<pre>
Amnesia.exe
sudo nice --18 su -c /home/user/darkmod/thedarkmod.x64 username
</pre>


There are two dashes in the above command. The first dash just tells the command that we are passing a parameter,
Brink.exe
<br>the second dash indicates a "negative priority number". Confusingly, the larger the negative number the higher
<br>the priority with a maximum value of -20. Conversely the higher the positive integer, the lower the program priority!
<br>For the sake of responsiveness, it is probably best to avoid the top or bottom if the priority range.
<br>Also, note that the command must run as sudo to use negative priority and it's best to use "su -c program username"
<br>so that it is run as "you" (replace username with your username) rather than root so you don't end up with root owned files.
<br>See the visudo change in [[Performance_Tweaks#Linux_Combined_Example|Linux Combined Example]] for details on how to run as sudo without a password
 
Example to launch with lower priority ( lowest possible value 19 ):


<pre>
Prey.exe
nice -10 /home/user/darkmod/thedarkmod.x64
</pre>


You can also change the priority of TDM while it is running via "renice" and "pidof"
==== (Nvidia) Optimus Laptop wont use your Nvidia GPU ====


<pre>
See also: [https://nvidia.custhelp.com/app/answers/detail/a_id/2615/~/how-do-i-customize-optimus-profiles-and-settings%3F]
renice -n --18 -p $(pidof thedarkmod.x64)
</pre>


===== Linux Affinity =====
Many Laptops now have the ability to use the GPU that is built into the CPU when not "gaming".
<br>Unfortunately, sometimes the drivers for these Laptops don't detect TDM as a "game".


Modern Linux operating systems will list cores with a list starting with 0, so ( for example ) the top core number in an 8 core CPU will be 7.
The easiest solution is to create a Driver Profile for TheDarkMod.exe or TheDarkModx64.exe in your driver settings.


You can identify cores and whether the cores are hyperthread ( HT ) cores via:
* Right click {{RMB}} anywhere on your desktop where no icon is shown
* Left Click {{LMB}} Nvidia Control Panel
* Then Click on the Programs Tab
* Click "Add" and browse for TheDarkMod.exe or TheDarkModx64.exe
* Then scroll down the settings list and find "OpenGL Rendering GPU"
* Then select your Nvidia GPU from the list of options


lscpu -e
[[Image:Nvidia_Profiles.jpg|600px]]
<br><br><br><br>


Example:
{{clear}}


    CPU NODE SOCKET CORE L1d:L1i:L2:L3 ONLINE MAXMHZ    MINMHZ
==== (Nvidia) Disable the Streamer Service ====
    0  0    0      0    0:0:0:0      yes    4100.0000 400.0000
    1  0    0      1    1:1:1:0      yes    4100.0000 400.0000
    2  0    0      2    2:2:2:0      yes    4100.0000 400.0000
    3  0    0      3    3:3:3:0      yes    4100.0000 400.0000
    4  0    0      0    0:0:0:0      yes    4100.0000 400.0000
    5  0    0      1    1:1:1:0      yes    4100.0000 400.0000
    6  0    0      2    2:2:2:0      yes    4100.0000 400.0000
    7  0    0      3    3:3:3:0      yes    4100.0000 400.0000


The CPU number above is what the OS recognizes when using affinity commands, the core number is actual core number.
Open your run dialog ({{key|Windows}} + {{key|R}}) or command prompt and type services.msc
So in the above results, CPU's 4 to 7 are hyperthreading cores whereas cores 0 to 3 are real cores.


To pin TDM to specific cores, you can change the launch options to:
On the Extended Tab locate "Nvidia Streamer Network Service"


<pre>
{{RMB}} Right-click it and choose "Stop"
taskset -c 1,2,3 /path/to/thedarkmod.x64
</pre>


The above example forces TDM to run on real cores 1, 2, and 3. You may use a dash to specify a range of cores (1-3) or even
Once the service is stopped, {{RMB}} right click it again and choose Properties
mix both syntax forms ( 1-3,6 ).


You can also change the core of a running TDM instance by using pidof to auto-locate the PID of the running process:
On the General Tab set Startup Type = Disabled then {{LMB}} click Apply.


<pre>
Do the same for "Nvidia Streamer Service"
taskset -cp 1,2,3 $(pidof thedarkmod.x64)
</pre>


More advanced users may wish to "cpuset" to create a new logical group of cores and caches (etc) then assign TDM to run under
Do the same for "Nvidia Telemetry" service(s).
<br>the new CPU Set


And (of course) you can instead use taskset to move other non-critical processes to other cores or HT cores.
Note: There is a GUI option to disable streaming in the newest Geforce Experience settings page.


===== Linux Combined Example =====
You would still be advised to disable the Telemetry service for extra performance.


NOTE: Some modern Linux distros that use pipewire audio will not render audio if
the initial command that invokes the application is run as root or sudo. I am currently investigating a workaround.


In Linux nice and taskset cannot be invoked at the same time to launch an application.
<br>You can launch TDM and use taskset to change the running process and likewise use renice to change priority
<br>To launch with both priority and affinity at once, you can use "schedtool"
<br>You will first need to use visudo to allow schedtool to run in sudo without a password
<br>visudo will open an editor where you may add the following to the bottom of the file


<pre>
''You can also perform these steps for any services that you know can be manually started


%sudo ALL = ( ALL ) NOPASSWD: /usr/bin/schedtool,/usr/bin/nice
''or are not needed for your daily usage. (Obviously) Do not disable any service that you don't


</pre>
''recognize or know is safe to disable.''


Then simply edit the "command field" for the properties page of your Darkmod launcher icon as follows:


<pre>


sudo schedtool -R -p 50 -a 1,2,3,5,6,7 -e nice --17 su -c "/home/user/darkmod/thedarkmod.x64 +set r_shadows 1 +r_ssao 0" username
'''NEW INFO:'''


</pre>
The Nvidia Streamer Service is now tied to the "Geforce Experience" "In-Game Overlay" setting.<br>Disabling that feature in Geforce Experience should accomplish the same as the above.
 
In the above example, priority (-p ) is set to -50 ( highest is -99 aka realtime ) and affinity ( -a ) is set to use real cores 2 to 4 and corresponding HT cores ).
<br>Setting any application to -99 ( realtime ) priority is unsafe because it may be hard to exit or may lockup the OS trying to request resources.
<br>schedtool has a "-n" flag for the nice value but it only supports positive nice values so we added the nice invoke after the "-e" ( execute flag ) and
<br>made sure to su ( switch user ) to run thedarkmod.x64 as "username" ( eg whatever your username is ).  
<br>Finally, for good measure we have set shadows to stencil ( 1 ) and SSAO off ( 0 ) using standard Doom 3 style launch options for example syntax


{{clear}}
{{clear}}


<font size="4">


=== '''Disable Desktop Effects''' ===
</font>


(If you are willing to sacrifice you desktop visual behavior and effects for better TDM performance. Note: This can be reverted.)


To begin the process, type sysdm.cpl in Run box ({{key|Windows}} + {{key|R}}) and hit {{key|Enter}} to open the System Properties.
{{clear}}


Select the Advanced tab and under Performance, {{LMB}} click on Settings.
==== (Nvidia) Disable Threaded Optimizations ====


In the Performance Options box, select the Visual Effects tab.
Open Nvidia Control Panel ->


Check "Adjust for Best Performance" then click Apply.
Manage 3D Settings ->


{{clear}}
Bottom half of list locate "Threaded Optimization" <-- Set to NO / Off


<font size="4">
Also set "Multi-display/Mixed GPU acceleration" to "Single display performance mode"


=== '''Driver Considerations''' ===
This can also reduce or eliminate driver crashes or rendering anomalies.
</font>


''(IdTech4) The Dark Mod was originally based on OpenGL 2.0. (the same as Doom 3)''
<font size="3">
* Note: '''<u>This might be obsolete information.</u>'''<br>With the latest Nvidia drivers, some users have reported that '''disabling''' Threaded Optimizations<br>has significantly '''<u>reduced performance</u>'''. (Down from 60 to 25FPS in one case.)</font><br><br><br>


''GPU manufacturers have largely ignored issues with this older specification so a number of workarounds have been''
==== Lower in-driver quality settings ====


''compiled by the community to attend to erroneous behaviors or poor performance.''
AMD, Nvidia, and Intel all give users the option to lower texture quality and


''As of TDM 2.06 and newer The Dark Mod uses OpenGL 3.x so many of these suggestions are no longer applicable.''
also have various quality "optimization" levels for texture LOD Bias and Anisotropy (Filtering).


''That said, even OpenGL 3.2 (current requirement) is an old standard so some newer workarounds may be needed.''
==== Try different driver versions ====


Sometimes updating to the latest driver version or reverting to an older version


{{clear}}
will improve performance. Try a few revisions or ask about known good driver versions.


==== Intel ( new 2.09 ) ====
This applies to both GPU drivers and "Motherboard Chipset Drivers".  


Some Intel drivers do not perform well with persistent mapping enabled.
See also [[#Upgrade_your_BIOS|Upgrade your BIOS]]
<br>In 2.09 there is a special persistent mapping mode that works better for this hardware.
<br>You must disable standard persistent mapping to use this mode.


<pre>
{{clear}}


r_gpuBufferNonpersistentUpdateMode "1"


r_usePersistentMapping 0
=== Upgrade your BIOS ===


</pre>
Sometimes bugs or unintended specification limits in the BIOS on an older motherboard will prevent it from
allowing the CPU or GPU to meet their potential.


If your manufacturer has an updated motherboard BIOS available, consider applying it.


==== (AMD\ATI) Disable Catalyst AI ====
=== Compile Darkmod for your own Hardware ===


2018: The latest Radeon Crimson and Adrenalin Drivers:
The Dark Mod already contains many hardware specific optimizations and can detect when your system has the needed hardware so that it can accelerate parts of the engine.
<br>Though unlikely, it is possible that MSVC++ or GCC compilers can improve the performance of the executable further when told what hardware you have.
<br>You can try compiling The Dark Mod yourself and add any compiler configurations that are specific to your hardware.<br><br>
[[The_Dark_Mod_-_Compilation_Guide|Darkmod Compiling Guide]]
<br><br>For Windows \ MSVC++ you may wish to add an AVX flag:
  https://learn.microsoft.com/en-us/cpp/build/reference/arch-x64?view=msvc-170
<br><br>For Linux you can add -DCMAKE_CXX_FLAGS=-march=native to your cmake string.
<br><br>Example:
  cmake -DCMAKE_BUILD_TYPE="Release" .. -DGAME_DIR=/home/user/darkmod -DCMAKE_C_COMPILER=gcc-11 -DCMAKE_CXX_COMPILER=g++-11 -DCMAKE_CXX_FLAGS=-march=native


Surface Format Optimization = OFF
{{clear}}


[[FAQ#Disable_Catalyst_AI_in_recent_AMD_ATI_drivers|Disable Catalyst AI in recent AMD Drivers]]
=== OBSOLETE Configure Video RAM ===


==== (AMD\ATI) Rename the executable ====
Change:


Most modern drivers have built-in profiles for the executable names of commercial games.
<pre>


Renaming TheDarkMod.exe to the name of a commercial OpenGL game may gain you some optimizations
seta com_videoRam "128"


or even a Crossfire profile (I believe DarkAthena.exe had one.)
</pre>


Known working renames:
to the appropriate value (in MB) for your GPU in Darkmod.cfg


DarkAthena.exe (thus far the most consistent improvement)
Eg. A 2GB video card would have 2048 there.


Doom3BFG.exe
<pre>


Wolf2MP.exe
seta com_videoRam "2048"


Amnesia.exe
</pre>


Brink.exe
{{clear}}


Prey.exe


==== (Nvidia) Optimus Laptop wont use your Nvidia GPU ====


See also: [https://nvidia.custhelp.com/app/answers/detail/a_id/2615/~/how-do-i-customize-optimus-profiles-and-settings%3F]
<font size="5">


Many Laptops now have the ability to use the GPU that is built into the CPU when not "gaming".
== '''Optimizing the OS performance'''==
<br>Unfortunately, sometimes the drivers for these Laptops don't detect TDM as a "game".
</font>


The easiest solution is to create a Driver Profile for TheDarkMod.exe or TheDarkModx64.exe in your driver settings.
Historically, TDM had significantly better performance on Windows because Doom 3 had no SIMD optimizations under Linux.
<br>As of 2.06 and newer Linux TDM has both SSE SIMD and AVX optimizations so it can run faster under Linux due to less OS overhead.
<br>Unfortunately, the default "capped FPS mode" has never worked well under Linux so out-of-box Linux still performs worse.
<br>'''Hence we advise switching to [[Performance_Tweaks#Uncap_FPS_(New_in_v2.06) | uncapped mode]] under Linux.'''
<br>If you have a weaker CPU and can install Linux ( dual boot, etc ) you may see 5 to 10% performance uplift when configured properly


* Right click {{RMB}} anywhere on your desktop where no icon is shown
* Left Click {{LMB}} Nvidia Control Panel
* Then Click on the Programs Tab
* Click "Add" and browse for TheDarkMod.exe or TheDarkModx64.exe
* Then scroll down the settings list and find "OpenGL Rendering GPU"
* Then select your Nvidia GPU from the list of options


[[Image:Nvidia_Profiles.jpg|600px]]
=== All OS Variants: File Permissions ===
<br><br><br><br>


{{clear}}
Make sure your darkmod folder is located in a non-protected location.


==== (Nvidia) Disable the Streamer Service ====
On Windows, "Program Files" is protected and will cause problems saving any settings or installing Fan Missions.


Open your run dialog ({{key|Windows}} + {{key|R}}) or command prompt and type services.msc
On Linux, you should consider creating your darkmod directory under your /home/<username>/ folder to avoid permission issues.


On the Extended Tab locate "Nvidia Streamer Network Service"
=== Linux UEFI Secure Boot ===


{{RMB}} Right-click it and choose "Stop"
With Secure Boot enabled in the BIOS, some Linux distros will fallback to (slow) open drivers and wont have access to most hardware features.
<br>If your Linux distro doesn't offer "Signed Kernels" and "Signed Drivers" disabling UEFI may be the only way to have acceptable performance
<br>We recommend that you consider using a Linux distro that offers Signed Kernels such as the latest Ubuntu, OpenSUSE, Debian, Linux Mint versions


Once the service is stopped, {{RMB}} right click it again and choose Properties
=== Stop running programs in the background ===


On the General Tab set Startup Type = Disabled then {{LMB}} click Apply.
Programs running in the background might either eat up memory that is needed for <s>Doom 3</s> The Dark Mod, and thus cause swapping to the hard disk, or they might consume CPU time or other resources.  


Do the same for "Nvidia Streamer Service"
This can cause either general slowdowns or ''hickups'' during game play.


Do the same for "Nvidia Telemetry" service(s).
{{clear}}


Note: There is a GUI option to disable streaming in the newest Geforce Experience settings page.
=== Ensure that Programs are the main priority in the OS ===


You would still be advised to disable the Telemetry service for extra performance.
To begin the process, type sysdm.cpl in Run box ({{key|Windows}} + {{key|R}}) and hit {{key|Enter}} to open the System Properties.  


Select the Advanced tab and under Performance, {{LMB}} click on Settings.


In the Performance Options box, select the Advanced Tab again.


''You can also perform these steps for any services that you know can be manually started
You will see a section Processor Scheduling


''or are not needed for your daily usage. (Obviously) Do not disable any service that you don't
Choose "Programs" then {{LMB}} click Apply.


''recognize or know is safe to disable.''
{{clear}}


<font size="3">
=== White-list TheDarkMod.exe in Security Software ===
</font>


Make sure that Windows Defender or Anti-Virus, Anti-Spyware, etc aren't constantly scanning or interacting


'''NEW INFO:'''
with TheDarkMod.exe. Add it to your security white-list.


The Nvidia Streamer Service is now tied to the "Geforce Experience" "In-Game Overlay" setting.<br>Disabling that feature in Geforce Experience should accomplish the same as the above.
==== Windows 10 Granular Security Options ====


{{clear}}
With new attacks like Meltdown and Spectre, Windows 10 has added CPU architecture specific security fixes.
<br>Many of these have performance impacts. The impact is mostly on Storage access so loading times would
<br>normally be the only casualty of these changes. Still, it's possible that these protections might interfere
<br>with The Dark Mod in other ways.


Please review:


https://learn.microsoft.com/en-us/microsoft-365/security/defender-endpoint/exploit-protection-reference?view=o365-worldwide


and disable the security options you feel are excessive.


{{clear}}
==== Disable TDM Connectivity ====


==== (Nvidia) Disable Threaded Optimizations ====
If you decide to bypass / safelist TDM in security software, you can mitigate risks posed by TDM's network connection by setting:


Open Nvidia Control Panel ->
<pre>


Manage 3D Settings ->
seta tdm_allow_http_access "0"


Bottom half of list locate "Threaded Optimization" <-- Set to NO / Off
</pre>


Also set "Multi-display/Mixed GPU acceleration" to "Single display performance mode"
in Darkmod.cfg to block connectivity.


This can also reduce or eliminate driver crashes or rendering anomalies.
This comes with the caveat that the in-game mission downloader won't work, you'll need to download missions from https://www.thedarkmod.com/missions
<br>and copying them to your darkmod/fms folder


<font size="3">
<font size="4">
* Note: '''<u>This might be obsolete information.</u>'''<br>With the latest Nvidia drivers, some users have reported that '''disabling''' Threaded Optimizations<br>has significantly '''<u>reduced performance</u>'''. (Down from 60 to 25FPS in one case.)</font><br><br><br>


==== Lower in-driver quality settings ====
=== '''Disable Desktop Effects''' ===
</font>


AMD, Nvidia, and Intel all give users the option to lower texture quality and
(If you are willing to sacrifice you desktop visual behavior and effects for better TDM performance. Note: This can be reverted.)


also have various quality "optimization" levels for texture LOD Bias and Anisotropy (Filtering).
To begin the process, type sysdm.cpl in Run box ({{key|Windows}} + {{key|R}}) and hit {{key|Enter}} to open the System Properties.  


==== Try different driver versions ====
Select the Advanced tab and under Performance, {{LMB}} click on Settings.


Sometimes updating to the latest driver version or reverting to an older version
In the Performance Options box, select the Visual Effects tab.
 
will improve performance. Try a few revisions or ask about known good driver versions.
 
This applies to both GPU drivers and "Motherboard Chipset Drivers".  
 
See also [[#Upgrade_your_BIOS|Upgrade your BIOS]]


Check "Adjust for Best Performance" then click Apply.


{{clear}}
{{clear}}
<br>


<font size="5">
<font size="5">


== '''Optimizing Dark Mod settings''' ==
=== '''Priority and Affinity (Advanced)''' ===
</font>
</font>
----


<font size="3">
<br>The following sub-section is a deep dive into forcing your Operating System to treat TDM as the '''most important application'''.
=== '''Delete Darkmod.cfg after upgrade''' ===
<br><br>A well behaved and maintained OS generally will not need to be configured like this so please consider these options
</font>
<br>to be an extreme last resort to ensure that no OS performance factors are slowing down TDM
<br><br>


If you run tdm_installer to upgrade TDM, it offers you the option to Restore Darkmod.cfg.
<font size="4">
<br>When you do this, you may be reverting newer configuration defaults that have been changed in the latest release.
==== Windows Priority and Affinity ====
<br>While it may be inconvenient to reconfigure all your preferred settings from scratch, it may be best to start with this step ( deleting Darkmod.cfg )
<br>before tinkering with any other setting changes. ( Especially if you haven't done this for a few upgrade cycles. )
<br><br>Newer TDM versions keep your keybindings and controller settings in a separate file
<br>so you will just need to change resolution, brightness \ gamma, and other graphic quality settings
<br>in addition to game-play difficulty settings.
 
<font size="3">
=== '''Mission Updates''' ===
</font>
</font>


Mission authors often discover performance problems after they release their missions.
Note: As of The Dark Mod 2.08 Frontend Acceleration, defaults to 2 threads. When configuring affinity you should
<br>They will occasionally issue new mission versions that have improved performance.
<br>ensure that at least 2 cores ( preferably 3 ) are allocated to TDM. If you increase the jobs_numThreads value
<br>Also, the TDM team will sometimes apply fixes to missions that can improve performance and stability in new release versions.
<br>you should correspondingly increase the number of cores available in process affinity.
<br>We recommend checking the Mission Downloader for updates to your existing missions ( denoted with an asterisk )  
<br>Note: '''Savegames''' do not work between different mission versions.


<br><br>
===== Set TheDarkMod to High Priority =====


――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――
* Launch TheDarkMod


''The settings changes below generally can be changed independently of one another.''
''(Note: Do not start a mission or test map yet. If the 3D render is initialized it will take a long time to exit fullscreen and return to it.)''


''This means that if your want better settings in one aspect (such as AA) you can''
* {{key|Alt}} + {{key|Enter}} to exit fullscreen
* {{key|Ctrl}} + {{key|Alt}} + {{key|Del}} to open your Task Manager
* {{RMB}} Right-click on TheDarkMod.exe the choose "Go to Details"
* (On the details\processes pane) {{RMB}} Right-click on TheDarkMod.exe and mouse-over Set Priority and choose High
* {{key|Alt}} + {{key|Enter}} to return to fullscreen


''try reducing quality or disabling another aspect (such as post-processing, image_downsize, v-sync, etc)''
You can also edit your Desktop shortcut to start in High priority:


 
* {{RMB}} Right-click your Desktop shortcut to TheDarkMod and select Properties
<font size="4">
* On the Shortcut Tab enter the following into the "Target:" field
 
=== '''Conventions''' ===
</font>
 
Most of the changes demonstrated in this article are via "Console variables" [[Cvars_in_The_Dark_Mod|CVARS]].
 
The "seta" prefix is intended to save these settings permanently so that they are retained on restart and that
is what is used by Darkmod.cfg.


<pre>
<pre>


seta r_softShadowsRadius "2"
cmd.exe /c start "TheDarkMod" /High "C:\darkmod\TheDarkMod.exe"


</pre>
</pre>


==== OBSOLETE SUGGESTIONS ====
(Assuming you installed into C:\darkmod)


Some configuration suggestions in this wiki are no longer applicable in the latest TDM versions and are only
* Then {{LMB}} click the Change Icon button and browse for the Darkmod.ico icon in your darkmod install path
<br>preserved for players running old versions. Where applicable these are labelled OBSOLETE so you can ignore them.
* {{LMB}} Click Apply


==== Temporary Testing ====
===== Set TheDarkMod Affinity =====


To temporarily test any settings, you can drop the "seta" and simply invoke the cvar and it's value (without double quotes) in
If you have a limited number of cores or heavy background tasks are always consuming the
the console.
default cores, you can set The Dark Mod to run on a specific core via "affinity"


Example:
* Launch TheDarkMod
* {{key|Alt}} + {{key|Enter}} to exit fullscreen


Open the console with {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) and type:
''(Note: Do not start a mission or test map yet. If the 3D render is initialized it will take a long time to exit fullscreen and return to it.)''


<pre>
* {{key|Ctrl}} + {{key|Alt}} + {{key|Del}} to open your Task Manager
* Click the Performance Tab and look at the CPU display to see which cores are the least busy
* (On Windows 10, click the "Open Resource Monitor" link and then click the CPU tab and expand the right pane)
* Close the Resource Monitor and click the Processes Tab in Task Manager
* {{RMB}} Right-click on TheDarkMod.exe the choose "Go to Details"
* (On the details\processes pane) {{RMB}} Right-click on TheDarkMod.exe
* Mouse-over then click "Set Affinity" and uncheck cores you want to prevent TDM from using
* {{key|Alt}} + {{key|Enter}} to return to fullscreen


r_softShadowsRadius 2
As with Priority you can set Affinity in your shortcut.


</pre>
Example Target:


<s>Note: Some CVAR changes in the console, such as vid_mode (resolution), r_multisamples (AA), r_swapInterval (V-Synch), image_anisotropy (AF)
<pre>
cannot be changed without also invoking vid_restart.</s>


NEW: As of TDM 2.07, almost all conventional settings can be altered without restarting the engine!
cmd.exe /c start "TheDarkMod" /affinity 1 "C:\darkmod\TheDarkMod.exe"


{{clear}}
</pre>


==== Toggle settings in realtime ====
The affinity number is not matched to the number in your performance screen.
For example "Core 0" in Task Manager is affinity 1. The values are in Hex but
are converted from binary where 1 represents an active core and 0 is disabled
in a descending order.


With the exception of Resolution ( [[Performance_Tweaks#Lower_your_Render_Scale_(New_2.07)|"Render Scale"]] can be changed realtime), most of the above settings can be changed in realtime
For example: Binary 1110 means Core 3, 2, and 1 are enabled while Core 0 is disabled.
in the console or via a bind in Darkmod.cfg.
Converting from Binary to Hex gives you /affinty E. This is a useful config if the majority
of your processes are running on Core 0. FE for an 8 core chip would accomplish the same result.


For example, you could bind both post-processing and enhanced interaction to the Z key to enable and disable them both by pressing that key
Another useful option is 0101 /affinity 5 which will select core 0 and 2 which are "real"
cores in a Hyperthreading environment.
 
* Core 0 is 1
* Core 1 is 2
* Core 2 is 4
* Core 3 is 8
* Core 4 is 10
* Core 5 is 20
* Core 6 is 40
* Core 7 is 80
* Core 8 is 100
* Core 9 is 200
* Core 10 is 400
* Core 11 is 800
 
Again, the core number does not exclude hyperthread cores so if you have an 8 Core \ 16 thread CPU
you must count all real and hyperthread virtual cores when setting affinity.
 
===== Windows Combined Example =====
 
You can include both priority and affinity switches in your shortcut


<pre>
<pre>


bind "z" "toggle r_postprocess 0 1; toggle tdm_interaction_vfp_type 0 1"
C:\Windows\System32\cmd.exe /c start "TheDarkMod" /High /affinity 5 "C:\darkmod\TheDarkMod.exe" +set r_softShadowsRadius 2.5 +r_useEntityCulling 1


</pre>
</pre>


in Darkmod.cfg
Start TheDarkMod with high priority on Cores 0 and 2 (real cores) and add two '''launch cvars''' ( See [[#Conventions|Conventions]]).
 
As you can see, you can make a huge launch string but once you go past 2 or 3 cvars it's best to


{{clear}}
use Darkmod.cfg unless you wish to make multiple launchers for testing (etc).


==== Mission.cfg (New in 2.12) ====
===== Process Management Note =====


When TDM was a Doom 3 mod, you could add a DoomConfig.cfg file to specific missions under doom3/darkmod/fms/mission_name
''You can also either "End Task" on processes that you know you don't need or set them to "below normal" or "low" priority.''
<br>This allowed you customize settings on a per mission basis
 
<br>TDM introduces a new config file called mission.cfg that is meant to allow mission authors to make fleeting setting changes to dynamic settings
''Moving these low priority processes to a different core via affinity is also an option.''
<br>You can use this file to replicate the old per mission concept


* Make a mission.cfg file and place it under your darkmod folder. This is your global setting file.
''Some processes, such as OneDrive.exe (which is integrated into the OS) will keep restarting so it's best to set these to "low priority"''
* Make another mission.cfg file and place it under darkmod/fms/<mission_name>. This is your per mission setting file
* Add cvars to the per mission file in the format of seta r_something "0"
* For each cvar added to the per mission file, add the preferred default version to the global setting file


To ensure the global setting gets re-applied, uninstall the current mission before installing a new one
''If you are unsure what a process does, do not change it until you've researched the process.''


<font size="4">
==== Linux Priority and Affinity ====
</font>


==== Launch Options ====
Note: Linux generally does a good job of ensuring that other applications or processes are not impacting
<br>game performance ( or really any foreground application performance ).
<br>Managing affinity and\or priority usually has little to no effect in Linux unless you knowingly have lots of other heavy applications running.


You can also add the value as part of your target in your shortcut:
===== Linux Priority =====


Example with two cvars:
NOTE: Some modern Linux distros that use pipewire audio will not render audio if
<br>the initial command that invokes the application is run as root or sudo. I am currently investigating a workaround.


*  {{RMB}} Right click your Desktop shortcut to TheDarkMod and select Properties
You can launch TDM with a very high priority via the "nice" command:
*  On the Shortcut Tab enter the following into the "Target:" field


<pre>
<pre>
sudo nice --18 su -c /home/user/darkmod/thedarkmod.x64 username
</pre>


"C:\darkmod\TheDarkMod.exe" +set r_softShadowsRadius 2 1 +r_useEntityCulling 1
There are two dashes in the above command. The first dash just tells the command that we are passing a parameter,
<br>the second dash indicates a "negative priority number". Confusingly, the larger the negative number the higher
<br>the priority with a maximum value of -20. Conversely the higher the positive integer, the lower the program priority!
<br>For the sake of responsiveness, it is probably best to avoid the top or bottom if the priority range.
<br>Also, note that the command must run as sudo to use negative priority and it's best to use "su -c program username"
<br>so that it is run as "you" (replace username with your username) rather than root so you don't end up with root owned files.
<br>See the visudo change in [[Performance_Tweaks#Linux_Combined_Example|Linux Combined Example]] for details on how to run as sudo without a password
 
Example to launch with lower priority ( lowest possible value 19 ):


<pre>
nice -10 /home/user/darkmod/thedarkmod.x64
</pre>
</pre>


(Assuming you installed into C:\darkmod)
You can also change the priority of TDM while it is running via "renice" and "pidof"


* Then {{LMB}} click the Change Icon button and browse for the Darkmod.ico icon in your darkmod install path
<pre>
* {{LMB}} Click Apply
renice -n --18 -p $(pidof thedarkmod.x64)
</pre>


See also [[#Set_TheDarkMod_to_High_Priority|Set TheDarkMod to High Priority]]
===== Linux Affinity =====


――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――
Modern Linux operating systems will list cores with a list starting with 0, so ( for example ) the top core number in an 8 core CPU will be 7.


{{Clear}}
You can identify cores and whether the cores are hyperthread ( HT ) cores via:
<br>


<font size="4">
lscpu -e


=== '''Reduce your resolution!''' ===
Example:
</font>


On older cards (or integrated graphics), <s>Doom 3's</s> TDM's render engine is very expensive for every per pixel drawn, and reducing the resolution will help the most.  
    CPU NODE SOCKET CORE L1d:L1i:L2:L3 ONLINE MAXMHZ    MINMHZ
<br>For instance, at 1600x1200 the game needs to draw '''four times''' as many pixels as when running 800x600.  
    0  0    0      0    0:0:0:0      yes    4100.0000 400.0000
<br>The result with 800x600 will not look as bad as one might think &ndash; but the frame rate improvements might make it much more playable.
    1  0    0      1    1:1:1:0      yes    4100.0000 400.0000
<br><br>
    2  0    0      2    2:2:2:0      yes    4100.0000 400.0000
    3  0    0      3    3:3:3:0      yes    4100.0000 400.0000
    4  0    0      0    0:0:0:0      yes    4100.0000 400.0000
    5  0    0      1    1:1:1:0      yes    4100.0000 400.0000
    6  0    0      2    2:2:2:0      yes    4100.0000 400.0000
    7  0    0      3    3:3:3:0      yes    4100.0000 400.0000


<font size="3">
The CPU number above is what the OS recognizes when using affinity commands, the core number is actual core number.
So in the above results, CPU's 4 to 7 are hyperthreading cores whereas cores 0 to 3 are real cores.


==== Screen Resolution ====
To pin TDM to specific cores, you can change the launch options to:
</font>
 
On modern LCD, OLED, or MicroLED displays we advise against changing native resolution unless you know that your monitor
<br>has an excellent internal resolution scaler. You should instead change your [[Performance_Tweaks#Lower_your_Render_Scale_(New_2.07)|Render Scale]] as described in the next sub-section.
<br>This section is more applicable to players using CRT or Plasma displays which naturally support a wide range of resolutions.
<br>Even if you have a CRT or other legacy display tech, it may be better to change Render Scale to avoid legibility issues in Menus and HUD / GUI.
<br><br>'''Note: While this section is mostly applicable to legacy displays, if TDM doesn't properly detect the native resolution of your modern display'''
<br>'''you will still need configure it ( as shown below ) before adjusting Render Scale'''
 
<br>If you cannot set the resolution you want in the video settings menu then enter it in Darkmod.cfg.<br>
<br>For the lowest possible resolutions, search down for these cvars first and replace them with the values shown:


<pre>
<pre>
taskset -c 1,2,3 /path/to/thedarkmod.x64
</pre>


seta r_mode "-1"
The above example forces TDM to run on real cores 1, 2, and 3. You may use a dash to specify a range of cores (1-3) or even
seta r_customHeight "640"
mix both syntax forms ( 1-3,6 ).
seta r_customWidth "480"


</pre>
You can also change the core of a running TDM instance by using pidof to auto-locate the PID of the running process:
 
alternate for wide screen monitors:
 
16:9 ratio


<pre>
<pre>
seta r_mode "-1"
taskset -cp 1,2,3 $(pidof thedarkmod.x64)
seta r_customwidth "1280"
seta r_customheight "720"
seta r_aspectratio "1"
</pre>
</pre>


<font size="3">
More advanced users may wish to "cpuset" to create a new logical group of cores and caches (etc) then assign TDM to run under
'''See also: "[[Resolutions]]" (for a list of known configurations)'''
<br>the new CPU Set
</font>


And (of course) you can instead use taskset to move other non-critical processes to other cores or HT cores.


<font size="3">
===== Linux Combined Example =====


==== Lower your Render Scale (New 2.07) ====
NOTE: Some modern Linux distros that use pipewire audio will not render audio if
</font>
the initial command that invokes the application is run as root or sudo. I am currently investigating a workaround.


The new "Render Scale" slider in 2.07 allows you to reduce the internal resolution that TDM will render to.  
In Linux nice and taskset cannot be invoked at the same time to launch an application.  
<br>Lowering this has a similar performance impact as lowering your resolution and is the '''preferred way to improve performance via resolution change'''
<br>You can launch TDM and use taskset to change the running process and likewise use renice to change priority
<br>One additional benefit is that lowering Render Scale does not impact Menu and HUD / GUI resolution
<br>To launch with both priority and affinity at once, you can use "schedtool"
<br>You will first need to use visudo to allow schedtool to run in sudo without a password
<br>visudo will open an editor where you may add the following to the bottom of the file


<pre>
<pre>


seta r_fboResolution "0.85"
%sudo ALL = ( ALL ) NOPASSWD: /usr/bin/schedtool,/usr/bin/nice


</pre>
</pre>


Note: With the r_fboResolution CVAR, you can also do the '''opposite'''...
Then simply edit the "command field" for the properties page of your Darkmod launcher icon as follows:
<br>You can also render to a '''HIGHER THAN NATIVE''' resolution and the down-scaled output will look '''sorta like SSAA'''.
<br>This is '''VERY''' expensive so we recommend going no higher than '''r_fboResolution 1.5'''.
 
===== Image Sharpening (New 2.09) =====
 
In 2.09 a new "Contrast Adaptive Sharpening" shader has been added and is enabled by default.
<br>At the default Render Scale this simply improves the quality of textures.
<br>When paired with lower Render Scale values it can substantially reduce the blur and make the screen look almost like full resolution!


<pre>
<pre>


seta r_postprocess_sharpen "1"
sudo schedtool -R -p 50 -a 1,2,3,5,6,7 -e nice --17 su -c "/home/user/darkmod/thedarkmod.x64 +set r_shadows 1 +r_ssao 0" username
seta r_postprocess_sharpness "0.7"


</pre>
</pre>


In the above example, priority (-p ) is set to -50 ( highest is -99 aka realtime ) and affinity ( -a ) is set to use real cores 2 to 4 and corresponding HT cores ).
<br>Setting any application to -99 ( realtime ) priority is unsafe because it may be hard to exit or may lockup the OS trying to request resources.
<br>schedtool has a "-n" flag for the nice value but it only supports positive nice values so we added the nice invoke after the "-e" ( execute flag ) and
<br>made sure to su ( switch user ) to run thedarkmod.x64 as "username" ( eg whatever your username is ).
<br>Finally, for good measure we have set shadows to stencil ( 1 ) and SSAO off ( 0 ) using standard Doom 3 style launch options for example syntax


<font size="3">
{{clear}}


==== Lower Anti-aliasing ====
<font size="5">
 
== '''Optimizing Dark Mod settings''' ==
</font>
</font>


The Dark Mod ships with standard "Multi-Sample Anti-Aliasing" ( MSAA ). This can reduce or eliminate jagged pixelization on geometry edges
''The settings changes below generally can be changed independently of one another.''
<br>by sampling sub-pixels near those edges and blending based on the average color. In practice this means that every visible geometry edge will get rendered
<br>at a multiple of it's native resolution ( depending on your setting; eg. 2x, 4x, 8x, 16x ).
<br>While this is still lower than increasing your screen resolution by the same factor, it can still increase the render workload by 50% or more in dense scenes.
<br>If you needs the extra performance, you may need accept some aliasing ( jaggies ).
<br>Since AA approximates a higher resolution, you may prefer disabling it in favor of choosing a higher resolution ( eg 1080p with 8xAA verses 1440p with no AA )
<br>Incidentally, if you have GPU power to spare you can either use your GPU driver settings to force even higher quality modes such as SSAA that performs sub-sampling to every pixel
<br>or configure TDM [[Performance_Tweaks#Lower_your_Render_Scale_(New_2.07)|Render Scale]] ( r_fboResolution ) above native resolution for a similar effect (see previous sub-section ).


<br>In the standard video settings, set AA to a lower value or 0
''This means that if your want better settings in one aspect (such as AA) you can''


<pre>
''try reducing quality or disabling another aspect (such as post-processing, image_downsize, v-sync, etc)''


seta r_multiSamples "0"


</pre>
----
in Darkmod.cfg


<font size="4">


Note: Nvidia's in driver FXAA anti-aliasing setting is substantially faster than the multi-samples settings
=== '''Reduce your resolution!''' ===
in game.
</font>


Doom 3 is far less susceptible to AA artifacts so this may be an acceptable alternative especially
On older cards (or integrated graphics), <s>Doom 3's</s> TDM's render engine is very expensive for every per pixel drawn, and reducing the resolution will help the most.
if you are are running the game at native resolution (or nearly native).  
<br>For instance, at 1600x1200 the game needs to draw '''four times''' as many pixels as when running 800x600.
<br>The result with 800x600 will not look as bad as one might think &ndash; but the frame rate improvements might make it much more playable.
<br><br>


AMD has MLAA which may also work well in the same way.
<font size="3">


Depending on your graphics performance, it may be better to use a lower Render Scale and then use a higher AA value to retain clean edges.
==== Screen Resolution ====
<br>
</font>
{{clear}}
<br>


<font size="4">
On modern LCD, OLED, or MicroLED displays we advise against changing native resolution unless you know that your monitor
<br>has an excellent internal resolution scaler. You should instead change your [[Performance_Tweaks#Lower_your_Render_Scale_(New_2.07)|Render Scale]] as described in the next sub-section.
<br>This section is more applicable to players using CRT or Plasma displays which naturally support a wide range of resolutions.
<br>Even if you have a CRT or other legacy display tech, it may be better to change Render Scale to avoid legibility issues in Menus and HUD / GUI.
<br><br>'''Note: While this section is mostly applicable to legacy displays, if TDM doesn't properly detect the native resolution of your modern display'''
<br>'''you will still need configure it ( as shown below ) before adjusting Render Scale'''


=== '''Enable Multi-Core (new in v2.06)''' ===
<br>If you cannot set the resolution you want in the video settings menu then enter it in Darkmod.cfg.<br>
</font>
<br>For the lowest possible resolutions, search down for these cvars first and replace them with the values shown:
 
In 2.06 the engine splits the Frontend and Backend into separate threads if you
enable the Experimental "Multi-Core" setting in the Advanced Video settings GUI menu.


<pre>
<pre>


seta com_smp "1"
seta r_mode "-1"
seta r_customHeight "640"
seta r_customWidth "480"


</pre>
</pre>


in Darkmod.cfg
alternate for wide screen monitors:


'''In 2.09 this is enabled by default. The setting is no longer in the GUI.'''
16:9 ratio


==== Frontend Acceleration (new in v2.09+) ====
<pre>
seta r_mode "-1"
seta r_customwidth "1280"
seta r_customheight "720"
seta r_aspectratio "1"
</pre>


In 2.09 the engine frontend can submit models to the render backend via parallel jobs on multiple CPU cores.
<font size="3">
<br>This is similar to how Doom 3 BFG handles this.
'''See also: "[[Resolutions]]" (for a list of known configurations)'''
<br> Enable "Frontend Accelleration" in the Advanced Video settings GUI menu.
</font>


<pre>


seta r_useParallelAddModels "1"
<font size="3">


</pre>
==== Lower your Render Scale (New 2.07) ====
</font>


'''In TDM 2.11 this is enabled by default.'''
The new "Render Scale" slider in 2.07 allows you to reduce the internal resolution that TDM will render to.  
 
<br>Lowering this has a similar performance impact as lowering your resolution and is the '''preferred way to improve performance via resolution change'''
Also, you can increase the number of assigned cores:
<br>One additional benefit is that lowering Render Scale does not impact Menu and HUD / GUI resolution


<pre>
<pre>


seta jobs_numThreads "3"
seta r_fboResolution "0.85"


</pre>
</pre>


'''( See the [[Performance_Tweaks#Priority_and_Affinity|Affinity section]] above regarding cpu core management in relation to these options. )'''
Note: With the r_fboResolution CVAR, you can also do the '''opposite'''...
{{clear}}
<br>You can also render to a '''HIGHER THAN NATIVE''' resolution and the down-scaled output will look '''sorta like SSAA'''.
<br>
<br>This is '''VERY''' expensive so we recommend going no higher than '''r_fboResolution 1.5'''.


<font size="4">
===== Image Sharpening (New 2.09) =====


=== '''Uncap FPS (New in v2.06)'''===
In 2.09 a new "Contrast Adaptive Sharpening" shader has been added and is enabled by default.
</font>
<br>At the default Render Scale this simply improves the quality of textures.
Run one game tick per graphics frame, rather than fixed 60 ticks per second.
<br>When paired with lower Render Scale values it can substantially reduce the blur and make the screen look almost like full resolution!
 
In 2.06 this is now a GUI option "Uncap FPS" in the Advanced Video settings GUI menu.
<br><br>This not only makes the player camera move more smoothly but can also improve performance
<br>since some drivers do not work well with the capped FPS design.


<pre>
<pre>


seta com_fixedTic "1"
seta r_postprocess_sharpen "1"
seta r_postprocess_sharpness "0.7"


</pre>
</pre>


in Darkmod.cfg


Note: '''Uncapping FPS is crucial to a smooth performance in most Linux environments'''.
<font size="3">
<br>The default capped design appears to have some flaw for frame timing against the native Linux timer
<br>Uncapping FPS or running TDM capped under Wine will resolve this.
<br>Native Doom 3 builds are also impacted by this problem so it predates The Dark Mod.
<br>The Dark Mod cannot use com_preciseTic 0 as a workaround ( some users have used this to improve Linux Doom 3 frame timing )
<br>This mode has the additional benefit of making video playback properly sync to audio.
<br>The Dark Mod team has worked hard to ensure that the uncapped mode is bug free at high FPS values but if you wish to
<br>reduce the risk of high-FPS related bugs, set your Max FPS ( com_maxFPS, see below section ) to 75 or less.


{{clear}}
==== Lower Anti-aliasing ====
<br>
</font>
==== Max FPS (New in 2.08 ) ====
 
The Dark Mod ships with standard "Multi-Sample Anti-Aliasing" ( MSAA ). This can reduce or eliminate jagged pixelization on geometry edges
<br>by sampling sub-pixels near those edges and blending based on the average color. In practice this means that every visible geometry edge will get rendered
<br>at a multiple of it's native resolution ( depending on your setting; eg. 2x, 4x, 8x, 16x ).
<br>While this is still lower than increasing your screen resolution by the same factor, it can still increase the render workload by 50% or more in dense scenes.
<br>If you needs the extra performance, you may need accept some aliasing ( jaggies ).
<br>Since AA approximates a higher resolution, you may prefer disabling it in favor of choosing a higher resolution ( eg 1080p with 8xAA verses 1440p with no AA )
<br>Incidentally, if you have GPU power to spare you can either use your GPU driver settings to force even higher quality modes such as SSAA that performs sub-sampling to every pixel
<br>or configure TDM [[Performance_Tweaks#Lower_your_Render_Scale_(New_2.07)|Render Scale]] ( r_fboResolution ) above native resolution for a similar effect (see previous sub-section ).


In 2.08 you can define the max FPS via the Max FPS setting in the Advanced Video settings GUI menu.
<br>In the standard video settings, set AA to a lower value or 0


<pre>
<pre>


seta com_maxFPS "90"
seta r_multiSamples "0"  


</pre>
</pre>
in Darkmod.cfg
in Darkmod.cfg


<font size="4">


=== '''Shadow Settings''' ===
Note: Nvidia's in driver FXAA anti-aliasing setting is substantially faster than the multi-samples settings
in game.


</font>
Doom 3 is far less susceptible to AA artifacts so this may be an acceptable alternative especially
if you are are running the game at native resolution (or nearly native).


<font size="3">
AMD has MLAA which may also work well in the same way.


==== '''Change Shadow Mode (New 2.07)''' ====
Depending on your graphics performance, it may be better to use a lower Render Scale and then use a higher AA value to retain clean edges.
</font>
<br>
{{clear}}
<br>


<br>In TDM 2.07 we offer two different "Shadow Implementation" options in the GUI.
<font size="4">


* Maps (Shadow Maps)
=== '''Enable Multi-Core (new in v2.06)''' ===
</font>


* Stencil (Stencil Shadow Volumes)
In 2.06 the engine splits the Frontend and Backend into separate threads if you
 
enable the Experimental "Multi-Core" setting in the Advanced Video settings GUI menu.
<br>Shadow Maps can perform better in scenes with fewer but larger light sources and less small shadow casters.
<br>Shadow Map performance depends on the amount and speed of VRAM on you GPU
<br>Most of the calculations are done on the GPU in this mode so if you have a weak CPU and mid-range GPU ( usually old desktops ) this mode is preferred
<br>Stationary Lights + Big areas + Big Lights = Higher FPS with Maps
<br><br>Stencil can perform faster for systems with powerful CPU's and weak GPU's ( usually laptops ) because it mostly relies on fillrate.
<br>Stencil soft shadows sometimes run faster because they don't do calculations for "distance to blocker" ( contact hardening )
<br>Lots of small moving lights + confined spaces = Higher FPS with Stencil


Maps mode:
<pre>
<pre>


seta r_shadows "2"
seta com_smp "1"


</pre>
</pre>


Stencil mode:
in Darkmod.cfg


<pre>
'''In 2.09 this is enabled by default. The setting is no longer in the GUI.'''


seta r_shadows "1"
==== Frontend Acceleration (new in v2.09+) ====


</pre>
In 2.09 the engine frontend can submit models to the render backend via parallel jobs on multiple CPU cores.
 
<br>This is similar to how Doom 3 BFG handles this.
in Darkmod.cfg
<br> Enable "Frontend Accelleration" in the Advanced Video settings GUI menu.
 
<font size="3">
==== '''Lower or Disable Soft Shadows (New in v2.06)''' ====
</font>
Shadow Quality determines how many gradients ( color bands) that soft shadows use.
<br>In the advanced videos settings menu set the Soft Shadows quality slider to low or off


<pre>
<pre>


seta r_softShadowsQuality = 0
seta r_useParallelAddModels "1"


</pre>
</pre>


in Darkmod.cfg
'''In TDM 2.11 this is enabled by default.'''


 
Also, you can increase the number of assigned cores:
In the advanced videos settings menu set the Shadow Softness slider to make shadows softer
without increasing the quality level


<pre>
<pre>


seta r_softShadowsRadius 2.0
seta jobs_numThreads "3"


</pre>
</pre>


in Darkmod.cfg
'''( See the [[Performance_Tweaks#Priority_and_Affinity|Affinity section]] above regarding cpu core management in relation to these options. )'''
{{clear}}
<br>


You can experiment with values between 1.5 and 3.5 or more.
<font size="4">


===== Single Pass Shadow Maps =====
=== '''Uncap FPS (New in v2.06)'''===
</font>
Run one game tick per graphics frame, rather than fixed 60 ticks per second.


Rather than calculating all shadows one-at-a-time, all shadow casting is calculated in one pass for every light.
In 2.06 this is now a GUI option "Uncap FPS" in the Advanced Video settings GUI menu.
'''THIS CAN OFFER SUBSTANTIAL PERFORMANCE IMPROVEMENT'''
<br><br>This not only makes the player camera move more smoothly but can also improve performance
<br>since some drivers do not work well with the capped FPS design.


<pre>
<pre>


seta "r_shadowMapSinglePass "1"
seta com_fixedTic "1"


</pre>
</pre>
Line 989: Line 1,000:
in Darkmod.cfg
in Darkmod.cfg


2.10 Issues:
Note: '''Uncapping FPS is crucial to a smooth performance in most Linux environments'''.
<br>The default capped design appears to have some flaw for frame timing against the native Linux timer
<br>Uncapping FPS or running TDM capped under Wine will resolve this.
<br>Native Doom 3 builds are also impacted by this problem so it predates The Dark Mod.
<br>The Dark Mod cannot use com_preciseTic 0 as a workaround ( some users have used this to improve Linux Doom 3 frame timing )
<br>This mode has the additional benefit of making video playback properly sync to audio.
<br>The Dark Mod team has worked hard to ensure that the uncapped mode is bug free at high FPS values but if you wish to
<br>reduce the risk of high-FPS related bugs, set your Max FPS ( com_maxFPS, see below section ) to 75 or less.


* The old backend does not work with this mode ( r_useNewBackend 0 )
{{clear}}
* For some users, screenshots will be missing shadows for func_static geometry if this is enabled
<br>
* The screen-shot issue is resolved in 2.11+
==== Max FPS (New in 2.08 ) ====
'''NEW - This is enabled by default in 2.12'''


===== Shadow Map Size =====
In 2.08 you can define the max FPS via the Max FPS setting in the Advanced Video settings GUI menu.
 
The larger the Shadow Map texture, the more detail and less artifacts you have further away from the light center or for small objects.
<br>Conversely, smaller Shadow Map textures perform much better (use less resources).
<br>Since stretching a low resolution shadow texture over a large area naturally causes bi-linear blurring,
<br>some players prefer lower resolution maps instead of increasing the quality and softening radius which produces less blur
<br>due to realistic contact hardening simulation in the light shaders.


<pre>
<pre>


seta r_shadowMapSize "384"
seta com_maxFPS "90"


</pre>
</pre>


You can also increase this to reduce light leaks from the r_shadowMapCullFront optimization.
in Darkmod.cfg
<br>On balance enabling that optimization may offset the pitfalls of a bigger shadow map.
<br>You can experiment with shadow map sizes that are slightly larger than 1024 such as 1280 or 1440.
<br>This setting can also be used to reduce the impact of '''Volumetric Lights''' because they always use Shadow Maps regardless of Shadow Mode


===== Max Light Size =====
<font size="4">


The larger the light, the more Shadow Map resolution you need (see Shadow Map Size).
=== '''Shadow Settings''' ===
<br>There are some lights so large that Shadows will never look good without insane texture sizes.
You can set a threshold to say if lights are bigger than X, use Stencil Shadows.


<pre>
</font>


seta r_maxShadowMapLight "1500"
<font size="3">


</pre>
==== '''Change Shadow Mode (New 2.07)''' ====
 
<font size="4">
=== '''Lower or Disable Ambient Occlusion (New in 2.08)''' ===
</font>
</font>


In the advanced video settings menu make sure that Ambient Occlusion is set to low or off.
<br>In TDM 2.07 we offer two different "Shadow Implementation" options in the GUI.


<pre>
* Maps (Shadow Maps)


seta r_ssao "1"
* Stencil (Stencil Shadow Volumes)


</pre>
<br>Shadow Maps can perform better in scenes with fewer but larger light sources and less small shadow casters.
 
<br>Shadow Map performance depends on the amount and speed of VRAM on you GPU
or
<br>Most of the calculations are done on the GPU in this mode so if you have a weak CPU and mid-range GPU ( usually old desktops ) this mode is preferred
<br>Stationary Lights + Big areas + Big Lights = Higher FPS with Maps
<br><br>Stencil can perform faster for systems with powerful CPU's and weak GPU's ( usually laptops ) because it mostly relies on fillrate.
<br>Stencil soft shadows sometimes run faster because they don't do calculations for "distance to blocker" ( contact hardening )
<br>Lots of small moving lights + confined spaces = Higher FPS with Stencil


Maps mode:
<pre>
<pre>


seta r_ssao "0"
seta r_shadows "2"


</pre>
</pre>


in Darkmod.cfg
Stencil mode:
 
==== SSAO Radius ====
 
You can widen the SSAO radius to improve the appearance or shrink it to improve performance


<pre>
<pre>


seta r_ssao_radius "24"
seta r_shadows "1"


</pre>
</pre>


<font size="4">
in Darkmod.cfg


=== '''Reduce Color Depth (New in 2.08)''' ===
<font size="3">
==== '''Lower or Disable Soft Shadows (New in v2.06)''' ====
</font>
</font>
 
Shadow Quality determines how many gradients ( color bands) that soft shadows use.
In TDM 2.08 the default Frame Buffer was upgraded to use 64-bit color to reduce color banding.  
<br>In the advanced videos settings menu set the Soft Shadows quality slider to low or off
<br>Some GPU's have poor support for this format or render much slower. Consider revert to 32-bit.
<br>Change Color to 32-bit under the Advanced Video settings menu or:


<pre>
<pre>


seta r_fboColorBits "32"
seta r_softShadowsQuality = 0


</pre>
</pre>
Line 1,077: Line 1,080:




<font size="4">
In the advanced videos settings menu set the Shadow Softness slider to make shadows softer
 
without increasing the quality level
=== '''Disable Bloom''' ===
</font>
 
In the advanced video settings menu make sure Bloom is disabled


<pre>
<pre>


seta r_bloom "0"
seta r_softShadowsRadius 2.0


</pre>
</pre>
Line 1,092: Line 1,091:
in Darkmod.cfg
in Darkmod.cfg


'''TDM versions older than 2.08'''
You can experiment with values between 1.5 and 3.5 or more.
 
===== Single Pass Shadow Maps =====


Disable Postprocess in the GUI or set:
Rather than calculating all shadows one-at-a-time, all shadow casting is calculated in one pass for every light.
'''THIS CAN OFFER SUBSTANTIAL PERFORMANCE IMPROVEMENT'''


<pre>
<pre>


seta r_postprocess "0"
seta "r_shadowMapSinglePass "1"


</pre>
</pre>
Line 1,104: Line 1,106:
in Darkmod.cfg
in Darkmod.cfg


<font size="4">
2.10 Issues:
=== '''Run The Dark Mod in fullscreen''' ===
</font>


Running Darkmod in windowed mode might be quite a bit slower than fullscreen mode.
* The old backend does not work with this mode ( r_useNewBackend 0 )
* For some users, screenshots will be missing shadows for func_static geometry if this is enabled
* The screen-shot issue is resolved in 2.11+
'''NEW - This is enabled by default in 2.12'''


One reason for this is that windowed mode is sometimes forced to V-sync. ( See [[#Disable V-sync | Disable V-sync]] )
===== Shadow Map Size =====


The larger the Shadow Map texture, the more detail and less artifacts you have further away from the light center or for small objects.
<br>Conversely, smaller Shadow Map textures perform much better (use less resources).
<br>Since stretching a low resolution shadow texture over a large area naturally causes bi-linear blurring,
<br>some players prefer lower resolution maps instead of increasing the quality and softening radius which produces less blur
<br>due to realistic contact hardening simulation in the light shaders.


<pre>
<pre>
seta r_fullscreen "1"
 
seta r_shadowMapSize "384"
 
</pre>
</pre>


in Darkmod.cfg
You can also increase this to reduce light leaks from the r_shadowMapCullFront optimization.
<br>On balance enabling that optimization may offset the pitfalls of a bigger shadow map.
<br>You can experiment with shadow map sizes that are slightly larger than 1024 such as 1280 or 1440.
<br>This setting can also be used to reduce the impact of '''Volumetric Lights''' because they always use Shadow Maps regardless of Shadow Mode


===== Max Light Size =====


In 2.08 you can choose between Windowed, Fullscreen, and Borderless Windowed.
The larger the light, the more Shadow Map resolution you need (see Shadow Map Size).
Fullscreen is the lowest latency option.
<br>There are some lights so large that Shadows will never look good without insane texture sizes.
You can set a threshold to say if lights are bigger than X, use Stencil Shadows.


==== Fullscreen Windowed in Modern Windows Versions ====
<pre>


It has become widely recognized that v-sync is a source of input delay and forcing it for both Windowed and Fullscreen Windowed modes
seta r_maxShadowMapLight "1500"
<br>is not optimal. The latest Windows versions no longer force v-sync on Fullscreen Windowed applications but if you encounter any issues
<br>or have an older Windows release you should be able to force it off via your driver application profile settings:


If you have a Nvidia card
</pre>


* Open de Windows start menu and type: Nvidia control panel
<font size="4">
* Click Manage 3D settings, on the left pan
=== '''Lower or Disable Ambient Occlusion (New in 2.08)''' ===
* Under "I would like to use the following 3D settings" scroll down until you see "Vertical sync."
</font>
* Select Vertical sync choose "Force off" or " disable" ... from the drop down.


For AMD
In the advanced video settings menu make sure that Ambient Occlusion is set to low or off.


* Click the Start button or Windows icon.
<pre>
* Type "Catalyst control center" in the search bar.
* Press Enter on your keyboard.
* Click Gaming.
* Under "3D Application Settings" scroll down to "Wait for vertical refresh."
* Move the slider down to the side that says "Performance" so the text beneath it says Always Off.


The above won't be necessary for users with variable refresh displays and video cards with variable refresh support such as G-Sync or Freesync. 
seta r_ssao "1"


</pre>


{{clear}}
or


<font size="4">
<pre>


=== '''Disable V-sync''' ===
seta r_ssao "0"
</font>
 
<br>In the standard video settings, disable vsync


<pre>
seta r_swapInterval "0"
</pre>
</pre>


in Darkmod.cfg<br><br><br>
in Darkmod.cfg
 
==== SSAO Radius ====


<font size="3">'''NEW INFO!!!!'''
You can widen the SSAO radius to improve the appearance or shrink it to improve performance


Setting '''r_swapInterval "-1"''' enables "Adaptive Vsync" which only performs the sync action when you are at or above refresh rate.
<pre>
<br>This has much less performance impact.<br><br>
'''NEWER''' TDM 2.10 has an Adaptive Vsync option in the Video Settings GUI
</font><br><br><br>
The Dark Mod has extremely variable FPS compared to modern titles due to it's substantial
CPU heavy renderer.


We strongly recommend disabling V-Sync altogether or forcing variable V-sync tech such as
seta r_ssao_radius "24"
G-Sync, Freesync, Fast-Sync or Enhanced Sync (new) in your driver settings.<br><br>


==== Force Refresh Timing ====
</pre>


(Related to vsync)
<font size="4">


Some newer video cards may not properly report the refresh rate to this engine (typically digital output like DVI, HDMI, or DisplayPort)
=== '''Reduce Color Depth (New in 2.08)''' ===
This can cause lag, stutter, and uneven frame pacing.
</font>


create an autoexec.cfg in your darkmod directory and set:
In TDM 2.08 the default Frame Buffer was upgraded to use 64-bit color to reduce color banding.
<br>Some GPU's have poor support for this format or render much slower. Consider reverting to 32-bit.
<br>Change Color to 32-bit under the Advanced Video settings menu or:


<pre>
<pre>


seta r_displayRefresh "60"
seta r_fboColorBits "32"


</pre>
</pre>


(Obviously increase to match your available mode.)
in Darkmod.cfg
 


<font size="4">
<font size="4">
=== '''Set Object Detail to Low''' ===
 
=== '''Disable Bloom''' ===
</font>
</font>


In the advanced video settings menu lower the Object detail slider below normal
In the advanced video settings menu make sure Bloom is disabled


<pre>
<pre>
seta tdm_lod_bias "0.5"
</pre>


in Darkmod.cfg (see also [[Object_detail]] )
seta r_bloom "0"


</pre>


<font size="4">
in Darkmod.cfg


==='''Field of View Decrease'''===
'''TDM versions older than 2.08'''  


</font>
Disable Postprocess in the GUI or set:


'''Note''' that this setting might occasionally produce odd effects such as a grabbed object seems to move a little on release.
<pre>


You can get a performance improvement if you decrease the field of view. By default this is 90 degrees but you might try entering in the console:
seta r_postprocess "0"
 
g_fov 85


or
<pre>
seta g_fov "85"
</pre>
</pre>


in Darkmod.cfg
in Darkmod.cfg


In addition, if you are playing a mission that is too good to miss and reach a very low performance area which is almost unplayable on your machine,
<font size="4">
<br>you might consider setting the field of view extremely low temporarily to get you through then restore to 90 later...
=== '''Run The Dark Mod in fullscreen''' ===
</font>
 
Running Darkmod in windowed mode might be quite a bit slower than fullscreen mode.


g_fov 50
One reason for this is that windowed mode is sometimes forced to V-sync. ( See [[#Disable V-sync | Disable V-sync]] )


or bind a toggle


<pre>
<pre>
bind "z" "toggle g_fov 50 90";
seta r_fullscreen "1"
</pre>
</pre>


in Darkmod.cfg so you can tap a key to go between FOV ranges.
in Darkmod.cfg


See [[#Toggle_settings_in_realtime|Toggle Settings in Realtime]]


Note from Fidcal: I have played comfortably on g_fov 75 and even think perhaps it makes nearby objects more realistically close so you can get right up to a table, etc.  
In 2.08 you can choose between Windowed, Fullscreen, and Borderless Windowed.
<br>Not noticed any problem with restricted view.
Fullscreen is the lowest latency option.


<font size="4">
==== Fullscreen Windowed in Modern Windows Versions ====
=== '''Lower Anisotropic Filtering''' ===
</font>


In the standard video settings, lower or disable AF
It has become widely recognized that v-sync is a source of input delay and forcing it for both Windowed and Fullscreen Windowed modes
<br>is not optimal. The latest Windows versions no longer force v-sync on Fullscreen Windowed applications but if you encounter any issues
<br>or have an older Windows release you should be able to force it off via your driver application profile settings:


<pre>
If you have a Nvidia card


seta image_anisotropy "0"  
* Open de Windows start menu and type: Nvidia control panel
 
* Click Manage 3D settings, on the left pan
</pre>
* Under "I would like to use the following 3D settings" scroll down until you see "Vertical sync."
* Select Vertical sync choose "Force off" or " disable" ... from the drop down.
 
For AMD


in Darkmod.cfg<br>
* Click the Start button or Windows icon.
* Type "Catalyst control center" in the search bar.
* Press Enter on your keyboard.
* Click Gaming.
* Under "3D Application Settings" scroll down to "Wait for vertical refresh."
* Move the slider down to the side that says "Performance" so the text beneath it says Always Off.


Note: This has '''very little''' performance benefit for most GPU hardware.  
The above won't be necessary for users with variable refresh displays and video cards with variable refresh support such as G-Sync or Freesync.


<br>This is also one of the few graphic settings that can be adjusted without requiring a vid_restart or restarting the engine.


'''NEW''': In 2.09 if you change Anisotropic Filtering and have "r_useBindlessTextures 1" set (default) the game may stutter
{{clear}}
<br>when you return from the menu because it must rebuild all the textures.
<br>To avoid this, set "r_useBindlessTextures 0" then restart the game and test your preferred AF mode then once you have found your
<br>performace-to-image quality sweet spot set "r_useBindlessTextures 1" and restart TDM


'''NEW 2''': In 2.11, bindless texture support was removed due to multiple issues with AMD drivers.
<font size="4">
<br>You should be able to change anisotropic filtering settings in the GUI without encountering stutters.


=== '''Disable V-sync''' ===
</font>


=== Set the ambient shading to "Faster" '''( OBSOLETE in 2.09+)''' ===
<br>In the standard video settings, disable vsync


Inside the settings, change the ambient rendering method to "Faster".
<s>
<pre>
<pre>
seta tdm_ambient_method "1"
seta r_swapInterval "0"  
</pre>
</pre>
</s>
in Darkmod.cfg


(Note: Some preliminary tests in v2.05 show that the Enhanced Ambient is now faster than the "fast" texture based Ambient.)
in Darkmod.cfg<br><br><br>
(Note: This setting has been removed in 2.09 )


=== Set the interaction.vfp to "Standard" '''(OBSOLETE in 2.09+)''' ===
<font size="3">'''NEW INFO!!!!'''


In the video settings menu, change the interaction shader to Standard.  Lighting will not look as good, but you may gain a few frames per second.
Setting '''r_swapInterval "-1"''' enables "Adaptive Vsync" which only performs the sync action when you are at or above refresh rate.
<br>This has much less performance impact.<br><br>
'''NEWER''' TDM 2.10 has an Adaptive Vsync option in the Video Settings GUI
</font><br><br><br>
The Dark Mod has extremely variable FPS compared to modern titles due to it's substantial
CPU heavy renderer.  


<s>
We strongly recommend disabling V-Sync altogether or forcing variable V-sync tech such as
<pre>
G-Sync, Freesync, Fast-Sync or Enhanced Sync (new) in your driver settings.<br><br>


seta tdm_interaction_vfp_type "0"
==== Force Refresh Timing ====


</pre>
(Related to vsync)
</s>


in Darkmod.cfg
Some newer video cards may not properly report the refresh rate to this engine (typically digital output like DVI, HDMI, or DisplayPort)
This can cause lag, stutter, and uneven frame pacing.


'''In 2.08 this setting is'''
create an autoexec.cfg in your darkmod directory and set:


<pre>
<pre>


seta r_interactionProgram "0"
seta r_displayRefresh "60"


</pre>
</pre>


This setting doesn't work in 2.09+ It is a stub cvar that does nothing.
(Obviously increase to match your available mode.)
<br>If you wish to test interaction shaders, create a glprogs folder in your mission folder with new shaders having the same name as the default ones.
<br>You can keep the default shaders in the same folder in renamed form then swap filenames and execute reloadGLSLprograms to compare changes.
<br>For a more clean comparison also set g_stopTime to prevent dynamic light changes
{{clear}}


<font size="5">
<font size="4">
=== '''Set Object Detail to Low''' ===
</font>


== '''Slow loading times''' ==
In the advanced video settings menu lower the Object detail slider below normal
</font>


'''OBSOLETE! TDM 2.10 has very fast loading times!'''
<pre>
<br>The only setting that might improve loading times is "seta image_preload 0"
seta tdm_lod_bias "0.5"
</pre>


<s>
in Darkmod.cfg (see also [[Object_detail]] )


If you find an FM is very slow to load it may be an ATI graphics card problem.
One report says this was cured by turning off Catalyst AI. Also cures [[FAQ#HDR-Lite_Post-Processing_problems|HDR-Lite Post-Processing Problems]].


Changing the following settings to 0 will also reduce loading time, but be warned:
<font size="4">
if you have a lower-end system, poor graphics card, or low ram, you will likely notice a performance hit in-game since you will now be using uncompressed textures.


<pre style="max-width:35em">
==='''Field of View Decrease'''===
seta image_useNormalCompression "0"
 
seta image_useCompression "0"
</font>
seta image_preload "0"
</pre>
</s>
New 2.10+ cvars ( defaults ) for fast loading times:


<pre style="max-width:35em">
'''Note''' that this setting might occasionally produce odd effects such as a grabbed object seems to move a little on release.
seta image_levelLoadParallel "1"
seta image_useTexStorage "1"
seta image_mipmapMode "0"
</pre>


In 2.10 the RXGB normal map compression format has been replaced the higher quality RGTC format.
You can get a performance improvement if you decrease the field of view. By default this is 90 degrees but you might try entering in the console:


Note: Disabling compression may lead to Malloc errors due to memory consumption.
g_fov 85


You may be able to compensate by setting image_downsize options or use image_downsize instead of disabling compression. [[#Image downsizing|Image Downsizing]]
or


See [[FAQ#Getting "Malloc Failure for #######" crash-to-desktop|Malloc Failure Errors]]
<pre>
seta g_fov "85"
</pre>


in Darkmod.cfg


<font size="5">
In addition, if you are playing a mission that is too good to miss and reach a very low performance area which is almost unplayable on your machine,
<br>you might consider setting the field of view extremely low temporarily to get you through then restore to 90 later...


== The game is '''very''' slow! ==
g_fov 50
</font>


Note: The advised performance defaults below should mostly already be set by default on upgrade.
or bind a toggle
<br>Please consider [[Performance_Tweaks#Delete_Darkmod.cfg_after_upgrade|deleting darkmod.cfg]] after upgrading to restore these defaults.
<br><br>
If you get less than 10 FPS, or the game even stutters, please try this:


Look into your '''Darkmod.cfg''' inside your darkmod folder and check that the following settings are like shown below:
<pre>
bind "z" "toggle g_fov 50 90";
</pre>


<pre style="max-width:35em">
in Darkmod.cfg so you can tap a key to go between FOV ranges.
seta image_usePrecompressedTextures "1"
seta image_useNormalCompression "1"
seta image_useAllFormats "1"
seta image_useCompression "1"
seta image_preload "1"
seta r_useCachedDynamicModels "1"
seta r_useShadowVertexProgram "1"
seta r_useEntityCulling "1"
</pre>


Note: r_useShadowVertexProgram no longer exists in TDM. All shadow modes use GPU vertex operations.<br><br>
See [[#Toggle_settings_in_realtime|Toggle Settings in Realtime]]


'''OBSOLETE''' 2.09 performance defaults
Note from Fidcal: I have played comfortably on g_fov 75 and even think perhaps it makes nearby objects more realistically close so you can get right up to a table, etc.  
<br>Not noticed any problem with restricted view.
<pre style="max-width:35em">
seta r_useMultiDrawIndirect "1"
seta r_useBindlessTextures "1"
</pre>


2.11 new performance defaults ( in addition to the standard performance defaults above )
<font size="4">
=== '''Lower Anisotropic Filtering''' ===
</font>
 
In the standard video settings, lower or disable AF


<pre style="max-width:35em">
<pre>
seta r_useNewBackend "1"
seta r_modelBvhBuild "1"
seta com_smp "1"
seta r_useParallelAddModels "1"
seta r_usePersistentMapping "1"
seta com_useMinorTics "1"
seta com_fixedTic "1"
seta com_maxFPS "166"
</pre>


2.12 new performance defaults ( in addition to the standard performance defaults above )
seta image_anisotropy "0"


<pre style="max-width:35em">
seta r_useLightPortalFlow "2"
seta r_useLightPortalFlowCulling "1"
seta r_softShadowsMipmaps "1"
seta r_useEntityScissors "1"
seta r_animationBounds "1"
seta r_useNewRenderPasses "1"
seta r_shadowMapSinglePass "1"
</pre>
</pre>


in Darkmod.cfg<br>


Note: 2.12 r_useNewRenderPasses replaces r_useNewBackend
Note: This has '''very little''' performance benefit for most GPU hardware.  
<br>In 2.10 and newer you can control both the standard resolution and the "renderscale" whereas
 
<br>2.09 required you to change renderscale for lower the resolution. It is still preferable to lower renderscale unless you have a CRT monitor
<br>This is also one of the few graphic settings that can be adjusted without requiring a vid_restart or restarting the engine.


<font size="4">
'''NEW''': In 2.09 if you change Anisotropic Filtering and have "r_useBindlessTextures 1" set (default) the game may stutter
<br>when you return from the menu because it must rebuild all the textures.
<br>To avoid this, set "r_useBindlessTextures 0" then restart the game and test your preferred AF mode then once you have found your
<br>performace-to-image quality sweet spot set "r_useBindlessTextures 1" and restart TDM


==='''Lightgem Calculation Optimizations'''===
'''NEW 2''': In 2.11, bindless texture support was removed due to multiple issues with AMD drivers.
</font>
<br>You should be able to change anisotropic filtering settings in the GUI without encountering stutters.


<font size="3">
====Lightgem interleaved calculation====
</font>


By default lightgem calculation occurs every frame. You can set lightgem calculation to happen only once
=== Set the ambient shading to "Faster" '''( OBSOLETE in 2.09+)''' ===
<br> per several frames by setting tdm_lg_interleave console parameter to values higher than 1.  
<br> For example, typing:


tdm_lg_interleave 3
Inside the settings, change the ambient rendering method to "Faster".
<s>
<pre>
seta tdm_ambient_method "1"
</pre>
</s>
in Darkmod.cfg


in console tells TDM to recalculate lightgem value every third frame.
(Note: Some preliminary tests in v2.05 show that the Enhanced Ambient is now faster than the "fast" texture based Ambient.)
(Note: This setting has been removed in 2.09 )


In recent TDM versions, this tweak is more beneficial to single-core CPU's.
=== Set the interaction.vfp to "Standard" '''(OBSOLETE in 2.09+)''' ===
<br>Perhaps it's only current advantage is to assist with maintaining high FPS for 120+ hz monitors.
 
In the video settings menu, change the interaction shader to Standard.  Lighting will not look as good, but you may gain a few frames per second.
 
<s>
<pre>


This tweak can increase average FPS, but it often produces noticeable stuttering, especially on slow machines
seta tdm_interaction_vfp_type "0"
when your FPS is below 25 to 30FPS.
<br>


{{clear}}
</pre>
</s>


=====Lightgem interleave minimum FPS=====
in Darkmod.cfg


In TDM 2.05 there is a new tdm_lg_interleave_min cvar that allows you to set a cutoff point
'''In 2.08 this setting is'''
for FPS below which the Lightgem Interleave optimization takes effect.
<br>It is set to 40 by default. If your FPS goes below 40 then tdm_lg_interleave returns to the default value of 1 internally to prevent stutter.
<br>Depending on your sensitivity you may wish to increase this to 50 or more.


<pre>
<pre>


tdm_lg_interleave_min 40
seta r_interactionProgram "0"


</pre>
</pre>


<br> As the cost of lightgem calculation is (also) substantially lower in v2.05 and newer, you may be able to set this to 1 for most missions.
This setting doesn't work in 2.09+ It is a stub cvar that does nothing.  
<br>
<br>If you wish to test interaction shaders, create a glprogs folder in your mission folder with new shaders having the same name as the default ones.
<br> In testing, the only mission I found that suffered from "tdm_lg_interleave ( > 1) stuttering" was "Penny Dreadful 3: Erasing the Trail".
<br>You can keep the default shaders in the same folder in renamed form then swap filenames and execute reloadGLSLprograms to compare changes.
<br> For that mission, I set tdm_lg_interleave_min to 50 to cure the stutter.  
<br>For a more clean comparison also set g_stopTime to prevent dynamic light changes
<br> This setting can also be used to boost already high FPS values for the new unbounded FPS options ( [[Performance_Tweaks#Disable_FPS_Lock | com_FixeTic 1]] ).
{{clear}}
<br> (eg. If you have 90FPS set tdm_lg_interleave to 7 and tdm_lg_interleave_min to 75 to attempt a push towards 120FPS)


In 2.06 with the lightgem calculated on a different thread, this can likely stay at 1 regardless of how low the FPS gets.
<font size="5">


<font size="3">
== '''Slow loading times''' ==
</font>


==== Weak Lightgem (Not Recommended)====
'''OBSOLETE! TDM 2.10 has very fast loading times!'''
</font>
<br>The only setting that might improve loading times is "seta image_preload 0"


Setting:
<s>


<pre>
If you find an FM is very slow to load it may be an ATI graphics card problem.
One report says this was cured by turning off Catalyst AI. Also cures [[FAQ#HDR-Lite_Post-Processing_problems|HDR-Lite Post-Processing Problems]].


seta tdm_lg_weak "1"
Changing the following settings to 0 will also reduce loading time, but be warned:
if you have a lower-end system, poor graphics card, or low ram, you will likely notice a performance hit in-game since you will now be using uncompressed textures.


<pre style="max-width:35em">
seta image_useNormalCompression "0"
seta image_useCompression "0"
seta image_preload "0"
</pre>
</pre>
</s>
New 2.10+ cvars ( defaults ) for fast loading times:


in Darkmod.cfg will disable the renderer based lightgem and use a simpler math-based solution.
<pre style="max-width:35em">
<br>It's a far less accurate lightgem but may allow weaker systems to play the game as a '''last resort'''.<br><br>
seta image_levelLoadParallel "1"
seta image_useTexStorage "1"
seta image_mipmapMode "0"
</pre>


(Note: The cost of lightgem calculation has been substantially lowered in TDM v2.05 and newer.
In 2.10 the RXGB normal map compression format has been replaced the higher quality RGTC format.
<br>This may be an obsolete option in future releases.)


----
Note: Disabling compression may lead to Malloc errors due to memory consumption.


<font size="5">
You may be able to compensate by setting image_downsize options or use image_downsize instead of disabling compression. [[#Image downsizing|Image Downsizing]]


=== '''Disabling standard graphics features''' ===
See [[FAQ#Getting "Malloc Failure for #######" crash-to-desktop|Malloc Failure Errors]]
</font>


At the cost of some pretty severe scene quality, you can disable a number of independent graphic features


that are non-essential to play.
<font size="5">


<font size="4">
== The game is '''very''' slow! ==
==== Texture Based Tweaks ====
</font>
</font>


These changes reduce or remove texture data to improve performance on GPU's with low VRAM or low memory bandwidth
Note: The advised performance defaults below should mostly already be set by default on upgrade.
<br>Please consider [[Performance_Tweaks#Delete_Darkmod.cfg_after_upgrade|deleting darkmod.cfg]] after upgrading to restore these defaults.
<br><br>
If you get less than 10 FPS, or the game even stutters, please try this:


===== Image downsizing =====
Look into your '''Darkmod.cfg''' inside your darkmod folder and check that the following settings are like shown below:


TDM can automatically reduce texture resolution for all 3 supported texture types; diffuse,
<pre style="max-width:35em">
<br>normal (bump), and specular. Systems with very low quantities of VRAM or low memory bandwidth benefit from this change.
seta image_usePrecompressedTextures "1"
 
seta image_useNormalCompression "1"
In Darkmod.cfg, set '''image_downSize''' to '''1''' and then set a limit with '''image_downSizeLimit''',
seta image_useAllFormats "1"
e.g., '''"image_downSizeLimit" "256"'''.  
seta image_useCompression "1"
seta image_preload "1"
seta r_useCachedDynamicModels "1"
seta r_useShadowVertexProgram "1"
seta r_useEntityCulling "1"
  </pre>


<pre>
Note: r_useShadowVertexProgram no longer exists in TDM. All shadow modes use GPU vertex operations.<br><br>
 
seta image_downSize "1"
seta image_downSizeLimit "256"


'''OBSOLETE''' 2.09 performance defaults
<pre style="max-width:35em">
seta r_useMultiDrawIndirect "1"
seta r_useBindlessTextures "1"
</pre>
</pre>


This reduces texture memory requirements and may completely alleviate hard drive thrashing. 
2.11 new performance defaults ( in addition to the standard performance defaults above )
There are similar cvars for bump and specular maps as well.  


Example: Downsize Normal Maps
<pre style="max-width:35em">
 
seta r_useNewBackend "1"
<pre>
seta r_modelBvhBuild "1"
seta com_smp "1"
seta r_useParallelAddModels "1"
seta r_usePersistentMapping "1"
seta com_useMinorTics "1"
seta com_fixedTic "1"
seta com_maxFPS "166"
</pre>


seta image_downSizeBump "1"
2.12 new performance defaults ( in addition to the standard performance defaults above )
seta image_downSizeBumpLimit "256"


<pre style="max-width:35em">
seta r_useLightPortalFlow "2"
seta r_useLightPortalFlowCulling "1"
seta r_softShadowsMipmaps "1"
seta r_useEntityScissors "1"
seta r_animationBounds "1"
seta r_useNewRenderPasses "1"
seta r_shadowMapSinglePass "1"
</pre>
</pre>


Example: Downsize Specular maps


<pre>
Note: 2.12 r_useNewRenderPasses replaces r_useNewBackend
<br>In 2.10 and newer you can control both the standard resolution and the "renderscale" whereas
<br>2.09 required you to change renderscale for lower the resolution. It is still preferable to lower renderscale unless you have a CRT monitor


seta image_downSizeSpecular "1"
<font size="4">
seta image_downSizeSpecularLimit "64"


</pre>
=== '''Frame Memory''' ===
</font>


====== Image Downsizing verses Lower Resolution ======
'''New in TDM 2.08'''


<br>Higher resolutions require larger frame buffers thus more VRAM, likewise higher resolution textures also consume VRAM
<pre>
<br>This leads to the an interesting decision on visual tradeoffs.
r_frameIndexMemory
<br><br>When you lower the resolution substantially, the overall visuals of the scene are roughly preserved in general way
</pre>
<br>but the scene becomes sort of impressionistic, filled with artifacts, and somewhat hard to read
<br><br>When you instead lower texture resolution to the extreme, the scene remains sharp but takes on a more stylized \ cartoon aspect
<br>because all these high fidelity 3D objects are coated in blurry images. It makes TDM look like a beefed-up Nintendo 64 game.
<br>If you set image filtering to Nearest mode, TDM instead looks like a strange offset of Minecraft
<br><br>In this case, there is no objective winner.
<br><br>Some people actually prefer the low-texture options to the native presentation due to the interesting style or nostalgic appearance.
<br>Whereas others will consider the extreme style variance to violate the immersion of the scene and would prefer to suffer with less
<br>scene fidelity for the sake of cohesion.


<br>Thread:
and


https://forums.thedarkmod.com/index.php?/topic/19498-image_downsize-in-206/
<pre>
{{clear}}
r_frameVertexMemory
<br><br>
</pre>


===== Disable Specular Maps =====
Increasing frame memory may help avoid crashing or slow-down when a scene suddenly requires more resources.
<br>If you are VRAM limited, consider lowering texture quality ( [[#Image_downsizing|image_downsize]] ) or [[#Lower_your_Render_Scale_.28New_2.07.29|resolution scale]]
before increasing these.


Specular gives materials their shine. This option will make all surfaces shine-free.
<font size="4">


Note: This may not work with the Enhanced Ambient
==='''Lightgem Calculation Optimizations'''===
</font>


<pre>
<br>The Lightgem used to be a very taxing calculation because it required the entire scene to be rendered to an off-screen
<br>image that was then slowly passed to parser code to comb all pixels for the brightest value.
<br><br>As of '''TDM 2.05''' and newer, only shadow casting geometry is rendered during the Lightgem calculation and the
<br>pixels are read directly from an "OpenGL Buffer Object" at high speed.
<br><br>Further optimizations after 2.05 include:
* Moving the calculation to it's own Thread and utilizing SMP
* Making the calculation part of the native Doom 3 sub-view system
* Excluding Lightgem calculations from many phases of the render system that are not applicable
* Inheriting optimizations from the overall renderer ( Improving TDM render speeds, improves the Lightgem render speed )


seta r_skipSpecular "1"
<br>This means that the old configurations to reduce the impact of Lightgem calculation are mostly irrelevant
<br>except for niche scenarios (such as 120FPS+ gaming), very old hardware ( Single Core CPU's ), or very old TDM versions ( older than 2.07).
<br><br>
 
<font size="3">
====Lightgem interleaved calculation====
</font>
 
By default lightgem calculation occurs every frame. You can set lightgem calculation to happen only once
<br> per several frames by setting tdm_lg_interleave console parameter to values higher than 1.
<br> For example, typing:
 
tdm_lg_interleave 3
 
in console tells TDM to recalculate lightgem value every third frame.


</pre>
This tweak can increase average FPS, but it often produces noticeable stuttering, especially on slow machines
when your FPS is below 25 to 30FPS.


in Darkmod.cfg
<br>


===== Disable Normal Maps =====
{{clear}}


The main detail attribute for textures in Doom 3 \ Darkmod is the Normal Map.
=====Lightgem interleave minimum FPS ( New in 2.05)=====


If you disable this your game will become really ugly.
In TDM 2.05 there is a new tdm_lg_interleave_min cvar that allows you to set a cutoff point
for FPS below which the Lightgem Interleave optimization takes effect.
<br>It is set to 40 by default. If your FPS goes below 40 then tdm_lg_interleave returns to the default value of 1 internally to prevent stutter.
<br>Depending on your sensitivity you may wish to increase this to 50 or more.


<pre>
<pre>


seta r_skipBump "1"
tdm_lg_interleave_min 40


</pre>
</pre>


in Darkmod.cfg
<br> As the cost of lightgem calculation is (also) substantially lower in v2.05 and newer, you may be able to set this to 1 for most missions.
<br>
<br> In testing, the only mission I found that suffered from "tdm_lg_interleave ( > 1) stuttering" was "Penny Dreadful 3: Erasing the Trail".
<br> For that mission, I set tdm_lg_interleave_min to 50 to cure the stutter.
<br> This setting can also be used to boost already high FPS values for the new unbounded FPS options ( [[Performance_Tweaks#Disable_FPS_Lock | com_FixeTic 1]] ).
<br> (eg. If you have 90FPS set tdm_lg_interleave to 7 and tdm_lg_interleave_min to 75 to attempt a push towards 120FPS)
 
In 2.06 with the lightgem calculated on a different thread, this can likely stay at 1 regardless of how low the FPS gets.


===== Disable all Ambient Surfaces =====
<font size="3">
 
==== Weak Lightgem (Not Recommended)====
</font>


Related to skipping particles, r_skipAmbient will get rid of any non-lit* particles
Setting:
<br>(*most particles are additive blends and don't react to light)
<br>along with any other surfaces that don't change based on illumination (most decals, additive glowing windows, etc.).


<pre>
<pre>


seta r_skipAmbient "1"
seta tdm_lg_weak "1"  


</pre>
</pre>


in Darkmod.cfg
in Darkmod.cfg will disable the renderer based lightgem and use a simpler math-based solution.
<br>It's a far less accurate lightgem but may allow weaker systems to play the game as a '''last resort'''.<br><br>
 
----


<font size="4">
<font size="5">


==== Light and Fog tweaks ====
=== '''Disabling standard graphics features''' ===
</font>
</font>


These tweaks reduce or eliminate the impact of fogs and volumetric light effects which are often heavier than normal lights.
At the cost of some pretty severe scene quality, you can disable a number of independent graphic features


<font size="3">
that are non-essential to play.


===== Disable Volumetric Lights (New in v2.11) =====
<font size="4">
==== Texture Based Tweaks ====
</font>
</font>


Volumetric lights force shadow map rendering for their light radius ( per light ).
These changes reduce or remove texture data to improve performance on GPU's with low VRAM or low memory bandwidth
<br>If you have a GPU with low VRAM or poor VRAM bandwidth ( less than 128-bit bus, integrated graphics, etc),
 
<br>it may be worthwhile to disable them or reduce your default [[Performance_Tweaks#Shadow_Map_Size |shadow map resolution]] ( r_shadowMapSize ).
===== Image downsizing =====
 
TDM can automatically reduce texture resolution for all 3 supported texture types; diffuse,
<br>normal (bump), and specular. Systems with very low quantities of VRAM or low memory bandwidth benefit from this change.


To disable volumetrics entirely, set:
In Darkmod.cfg, set '''image_downSize''' to '''1''' and then set a limit with '''image_downSizeLimit''',
e.g., '''"image_downSizeLimit" "256"'''. 


<pre>
<pre>


seta r_volumetricEnable "0"
seta image_downSize "1"
seta image_downSizeLimit "256"


</pre>
</pre>


in Darkmod.cfg
This reduces texture memory requirements and may completely alleviate hard drive thrashing. 
There are similar cvars for bump and specular maps as well.  


====== Disable Volumetric Shadows ======
Example: Downsize Normal Maps
 
Volumetric Lights force expensive Shadow Maps in Stencil Mode. You can disable that via


<pre>
<pre>


seta r_volumetricForceShadowMaps "0"
seta image_downSizeBump "1"
seta image_downSizeBumpLimit "256"


</pre>
</pre>


in Darkmod.cfg
Example: Downsize Specular maps
 
====== Lower Volumetric Samples ======
 
The more samples the smoother the volumetric lights at the cost of lots of performance.
<br>Try lowering the samples. Also try changing the r_volumetricBlur and r_volumetricDither values.


<pre>
<pre>


seta r_volumetricSamples "16"
seta image_downSizeSpecular "1"
seta image_downSizeSpecularLimit "64"


</pre>
</pre>


in Darkmod.cfg
====== Image Downsizing verses Lower Resolution ======


<font size="3">
<br>Higher resolutions require larger frame buffers thus more VRAM, likewise higher resolution textures also consume VRAM
<br>This leads to the an interesting decision on visual tradeoffs.
<br><br>When you lower the resolution substantially, the overall visuals of the scene are roughly preserved in general way
<br>but the scene becomes sort of impressionistic, filled with artifacts, and somewhat hard to read
<br><br>When you instead lower texture resolution to the extreme, the scene remains sharp but takes on a more stylized \ cartoon aspect
<br>because all these high fidelity 3D objects are coated in blurry images. It makes TDM look like a beefed-up Nintendo 64 game.
<br>If you set image filtering to Nearest mode, TDM instead looks like a strange offset of Minecraft
<br><br>In this case, there is no objective winner.
<br><br>Some people actually prefer the low-texture options to the native presentation due to the interesting style or nostalgic appearance.
<br>Whereas others will consider the extreme style variance to violate the immersion of the scene and would prefer to suffer with less
<br>scene fidelity for the sake of cohesion.


===== Disable BlendLights =====
<br>Thread:
</font>


<pre>
https://forums.thedarkmod.com/index.php?/topic/19498-image_downsize-in-206/
{{clear}}
<br><br>
 
===== Disable Specular Maps =====
 
Specular gives materials their shine. This option will make all surfaces shine-free.
 
Note: This may not work with the Enhanced Ambient


seta r_skipBlendLights "1"  
<pre>
 
seta r_skipSpecular "1"


</pre>
</pre>
Line 1,658: Line 1,713:
in Darkmod.cfg
in Darkmod.cfg


<font size="3">
===== Disable Normal Maps =====
 
The main detail attribute for textures in Doom 3 \ Darkmod is the Normal Map.


===== Disable Fog =====
If you disable this your game will become really ugly.
</font>


<pre>
<pre>


seta r_skipFogLights "2"  
seta r_skipBump "1"


</pre>
</pre>
Line 1,671: Line 1,727:
in Darkmod.cfg
in Darkmod.cfg


As of 2.08 and newer there are several modes of fog disable behavior. Mode 1 only disables it for opaque objects (etc)
===== Disable all Ambient Surfaces =====


<font size="4">
Related to skipping particles, r_skipAmbient will get rid of any non-lit* particles
<br>(*most particles are additive blends and don't react to light)
<br>along with any other surfaces that don't change based on illumination (most decals, additive glowing windows, etc.).


==== Particle Tweaks ====
<pre>
</font>


Particles mostly impact CPU performance but can impact the GPU due to lots of alpha operations and overdraw
seta r_skipAmbient "1"


===== Disable Soft Particles ( New in 2.03 )=====
</pre>


The new Soft Particle effects in v2.03 and newer use a little more GPU than the previous particles.
in Darkmod.cfg


This is offset by the fact that v2.03 and higher don't render particles during the lightgem calculation.
<font size="4">


Still, if you want an extra boost then set:
==== Light and Fog tweaks ====
</font>


<pre>
These tweaks reduce or eliminate the impact of fogs and volumetric light effects which are often heavier than normal lights.


seta r_useSoftParticles "0"
<font size="3">


</pre>
===== Disable Volumetric Lights (New in v2.11) =====
</font>


in Darkmod.cfg
Volumetric lights force shadow map rendering for their light radius ( per light ).
<br>If you have a GPU with low VRAM or poor VRAM bandwidth ( less than 128-bit bus, integrated graphics, etc),
<br>it may be worthwhile to disable them or reduce your default [[Performance_Tweaks#Shadow_Map_Size |shadow map resolution]] ( r_shadowMapSize ).


===== Disable Particles =====
To disable volumetrics entirely, set:
 
This will '''<u>seriously mar your image quality</u>'''. Flames, glares, and smoke will all be gone.


<pre>
<pre>


seta r_skipParticles "1"
seta r_volumetricEnable "0"


</pre>
</pre>


in Darkmod.cfg
in Darkmod.cfg
.
<font size="4">


==== Entity Shadow Tweaks ====
====== Disable Volumetric Shadows ======
</font>


===== Disable Player Shadow=====
Volumetric Lights force expensive Shadow Maps in Stencil Mode. You can disable that via


The player shadow slightly reduces performance. It has no game effect at all (not seen by AI for instance) apart from atmospheric effect so if you want to disable it enter in the console:
<pre>


g_showplayershadow 0
seta r_volumetricForceShadowMaps "0"


Or, in Darkmod.cfg (see above) change the following line from "1" to "0":
</pre>


seta g_showplayershadow "0"
in Darkmod.cfg


This is the default setting as of TDM 1.02 and newer.
====== Lower Volumetric Samples ======


===== Disable Player Lantern Shadow=====
The more samples the smoother the volumetric lights at the cost of lots of performance.
 
<br>Try lowering the samples. Also try changing the r_volumetricBlur and r_volumetricDither values.
You may notice a drop in performance while using the player lantern.
 
Add "noshadows" "1" to entitydef light_lantern_moving in tdm_playertools_lantern.def and this stops the player lantern casting shadows.<br>This helps improve performance slightly when using the lantern.<br><br>
 
<font size="4">


==== Disable Sky ====
</font>
(New in v2.05) Pitch black sky with no clouds, Moon, or stars
<pre>
<pre>


seta g_enablePortalSky "0"
seta r_volumetricSamples "16"


</pre>
</pre>
Line 1,745: Line 1,792:
in Darkmod.cfg
in Darkmod.cfg


<font size="4">
<font size="3">


==== Disable Lip Sync ====
===== Disable BlendLights =====
</font>
</font>


AI will not play lipsync animations
<pre>
<pre>


seta tdm_ai_opt_nolipsync "1"
seta r_skipBlendLights "1"  


</pre>
</pre>
Line 1,759: Line 1,805:
in Darkmod.cfg
in Darkmod.cfg


<font size="4">
<font size="3">


=== '''Frame Memory''' ===
===== Disable Fog =====
</font>
</font>
'''New in TDM 2.08'''


<pre>
<pre>
r_frameIndexMemory
</pre>


and
seta r_skipFogLights "2"


<pre>
r_frameVertexMemory
</pre>
</pre>


Increasing frame memory may help avoid crashing or slow-down when a scene suddenly requires more resources.
in Darkmod.cfg
<br>If you are VRAM limited, consider lowering texture quality ( [[#Image_downsizing|image_downsize]] ) or [[#Lower_your_Render_Scale_.28New_2.07.29|resolution scale]]
 
before increasing these.
As of 2.08 and newer there are several modes of fog disable behavior. Mode 1 only disables it for opaque objects (etc)


<font size="3">
<font size="4">


===OBSOLETE Drop in Frame Rates when Viewing Water===
==== Particle Tweaks ====
</font>
</font>


Some players have reported a drastic drop in performance when an agitated water surface is in view. (This on a Radeon card.)
Particles mostly impact CPU performance but can impact the GPU due to lots of alpha operations and overdraw
<br>Try entering this in the console. It disables the water visible surface effects but at least it might let you play normally...


<pre>
===== Disable Soft Particles ( New in 2.03 )=====


seta r_skipPostProcess "1"
The new Soft Particle effects in v2.03 and newer use a little more GPU than the previous particles.


</pre>
This is offset by the fact that v2.03 and higher don't render particles during the lightgem calculation.


or
Still, if you want an extra boost then set:


<s>
<pre>
<pre>


seta r_postprocess "0"
seta r_useSoftParticles "0"


</pre>
</pre>
</s>


<pre>
in Darkmod.cfg


seta r_bloom "0"
===== Disable Particles =====


</pre>
This will '''<u>seriously mar your image quality</u>'''. Flames, glares, and smoke will all be gone.
 
You can also set a key-bind to toggle this instead:


<pre>
<pre>


bind "z" "toggle r_bloom 0 1"
seta r_skipParticles "1"


</pre>
</pre>


See [[#Toggle_settings_in_realtime|Toggle Settings in Realtime]]
in Darkmod.cfg
.
<font size="4">


See also [[FAQ#(OBSOLETE_in_2.12)_Underwater_performance_poor|Underwater performance poor]]
==== Entity Shadow Tweaks ====
</font>


TDM 2.12 has improved underwater performance. It no longer uses the postprocess pipeline.
===== Disable Player Shadow=====


<font size="5">
The player shadow slightly reduces performance. It has no game effect at all (not seen by AI for instance) apart from atmospheric effect so if you want to disable it enter in the console:


== '''Experimental Features''' ==
g_showplayershadow 0
</font>


These settings may offer some performance benefits with caveats \ bugs.
Or, in Darkmod.cfg (see above) change the following line from "1" to "0":


=== Shadow Map Cull Front ===
seta g_showplayershadow "0"


The default shadow map mode calculates shadows for both polygons that are on the side facing
This is the default setting as of TDM 1.02 and newer.
<br>the light (front) and the side facing away from the light (back).
<br>This mode improves performance by only calculating the back side shadows.
<br>This mode is almost production ready. It actually fixes or improves some visuals that the default mode produces
<br>but it has some glaring artifacts such as light leaks where surfaces meet in corner areas.
<br>In most missions, you will not be able to tell the difference other than the '''improved performance'''


<pre>
===== Disable Player Lantern Shadow=====


seta r_shadowMapCullFront "1"
You may notice a drop in performance while using the player lantern.


</pre>
Add "noshadows" "1" to entitydef light_lantern_moving in tdm_playertools_lantern.def and this stops the player lantern casting shadows.<br>This helps improve performance slightly when using the lantern.<br><br>


=== Alpha Tested Shadow Maps ( New 2.12 ) ===
<font size="4">


Shadow Maps can cast shadows through transparent parts of textures. This is not currently possible with stencil shadows.
==== Disable Sky ====
<br>To enable this feature:
</font>


(New in v2.05) Pitch black sky with no clouds, Moon, or stars
<pre>
<pre>


seta r_shadowMapsAlphaTested "1"
seta g_enablePortalSky "0"


</pre>
</pre>
Line 1,859: Line 1,892:
in Darkmod.cfg
in Darkmod.cfg


<br>Note: Be advised that this consumes more performance so if this is enabled then consider disabling it if you are struggling with performance
<font size="4">
<br>


=== OBSOLETE Single Pass Light Rendering ( 2.09 ) ===
==== Disable Lip Sync ====
<br>
</font>
'''THIS OPTION DOES NOT WORK IN 2.11'''
<br><br>
Similar to modern "Forward+" rendering, all '''lights''' and shadows are calculated beforehand and rendered in one pass.


AI will not play lipsync animations
<pre>
<pre>


seta r_shadowMapSinglePass "2"
seta tdm_ai_opt_nolipsync "1"


</pre>
</pre>


in Darkmod.cfg
in Darkmod.cfg
<br><br>


You have probably noticed that this uses the same CVAR that single pass shadows uses.
<font size="3">
<br>Single Pass lighting requires Single Pass shadows.


This mode (2) does not seem to improve FPS for some Nvidia hardware.
===OBSOLETE Drop in Frame Rates when Viewing Water===
<br>This is probably because of the Nvidia's tiling (deferred rendering) hardware optimizations.
</font>


=== Use BFG style Portal Culling (new in v2.06) ===
Some players have reported a drastic drop in performance when an agitated water surface is in view. (This on a Radeon card.)
<br>Try entering this in the console. It disables the water visible surface effects but at least it might let you play normally...


If you have a system that works well with Multi-Core ( com_smp 1) then you may
<pre>
consider enabling r_useAnonReclaimer to reduce cache thrashing.


2.07 and newer
seta r_skipPostProcess "1"
 
<pre>
 
seta r_useAnonReclaimer "1"  


</pre>
</pre>


2.06
or


<s>
<pre>
<pre>


seta r_useBfgPortalCulling "1"
seta r_postprocess "0"


</pre>
</pre>
</s>


in Darkmod.cfg
<pre>


seta r_bloom "0"


</pre>


 
You can also set a key-bind to toggle this instead:
=== Skip Dynamic Shadows ===
 
Only render shadows from Stationary lights.
This will break missions where players might need to hide in a moving shadow.


<pre>
<pre>


seta r_skipDynamicShadows "1"
bind "z" "toggle r_bloom 0 1"


</pre>
</pre>


<font size="5">
See [[#Toggle_settings_in_realtime|Toggle Settings in Realtime]]


== '''Lower Sound Quality''' ==
See also [[FAQ#(OBSOLETE_in_2.12)_Underwater_performance_poor|Underwater performance poor]]
</font>


=== Force 22khz ===
TDM 2.12 has improved underwater performance. It no longer uses the postprocess pipeline.


'''<s>2.06: Do not use this optimization. It is known to cause issues with loading missions on some OpenAL hardware:<br>
<font size="5">
http://bugs.thedarkmod.com/view.php?id=4814</s>
'''


'''(This is fixed in 2.07)'''
== '''Experimental Features''' ==
</font>


You can force 22khz audio processing to reduce the CPU overhead of audio processing.
These settings may offer some performance benefits with caveats \ bugs.


Obviously, EAX effects will increase CPU load for audio so you should consider disabling
=== Shadow Map Cull Front ===


those before lowering audio quality. If normal audio plays fine but EAX causes performace,
The default shadow map mode calculates shadows for both polygons that are on the side facing
 
<br>the light (front) and the side facing away from the light (back).
this change might give you a boost while EAX is enabled.
<br>This mode improves performance by only calculating the back side shadows.
<br>This mode is almost production ready. It actually fixes or improves some visuals that the default mode produces
<br>but it has some glaring artifacts such as light leaks where surfaces meet in corner areas.
<br>In most missions, you will not be able to tell the difference other than the '''improved performance'''


<pre>
<pre>


seta s_force22kHz "1"
seta r_shadowMapCullFront "1"


</pre>
</pre>


=== Disable EFX reverb (new 2.06) ===
=== Alpha Tested Shadow Maps ( New 2.12 ) ===
 
Shadow Maps can cast shadows through transparent parts of textures. This is not currently possible with stencil shadows.
<br>To enable this feature:


The new EFX audio option (equivalent to EAX) has some impact on mission performance, due to additional reverb calculation by the CPU.
<pre>
<br>Disable this option for extra performance. Especially if you get big stutter or lockup events opening doors from indoor
to outdoor areas.
<br>This option, disabled by default, is toggled with the main menu's "Audio/OpenAL EFX".


Turning on this option makes no performance or audio difference if the mapper didn't include an EFX file. For more about that, see [[Setting Reverb Data of Rooms (EAX)]].
seta r_shadowMapsAlphaTested "1"


<font size="5">
</pre>


=='''Gameplay Performance Tips'''==
in Darkmod.cfg
</font>


If you have done everything else you can and performance is still poor then one or two things you might do in game to help:<br><br>
<br>Note: Be advised that this consumes more performance so if this is enabled then consider disabling it if you are struggling with performance
<br>


* '''Revert to 2.03 Search behavior'''<br>
=== OBSOLETE Single Pass Light Rendering ( 2.09 ) ===
<br>
'''THIS OPTION DOES NOT WORK IN 2.11'''
<br><br>
Similar to modern "Forward+" rendering, all '''lights''' and shadows are calculated beforehand and rendered in one pass.


<pre>
<pre>
seta tdm_ai_search_type "1"
</pre>
'''The new AI "hiding spot" routines in 2.04 (and newer) are more CPU intensive that 2.03's search method'''<br><br>


* Close all doors after you have passed through. Generally the game has to process both areas until you close the door if the doorway is still in sight.
seta r_shadowMapSinglePass "2"
* Kill or KO every AI you can. You might not like to play that way but generally, AI still hog resources even out of sight (depending on how set up in the game.)
* Avoid alerts. A dozen guards searching for you will really slow things down on a low-end machine.
* Try to look down at the ground when moving along. Gazing up at a grand vista will slow you down. Best to do your gazing while standing still.


{{clear}}
</pre>


<font size="5">
in Darkmod.cfg
<br><br>


== '''Hardware Considerations''' ==
You have probably noticed that this uses the same CVAR that single pass shadows uses.
</font>
<br>Single Pass lighting requires Single Pass shadows.


=== Compile Darkmod for your own Hardware ===
This mode (2) does not seem to improve FPS for some Nvidia hardware.
<br>This is probably because of the Nvidia's tiling (deferred rendering) hardware optimizations.


The Dark Mod already contains many hardware specific optimizations and can detect when your system has the needed hardware so that it can accelerate parts of the engine.
=== Use BFG style Portal Culling (new in v2.06) ===
<br>Though unlikely, it is possible that MSVC++ or GCC compilers can improve the performance of the executable further when told what hardware you have.
<br>You can try compiling The Dark Mod yourself and add any compiler configurations that are specific to your hardware.<br><br>
[[The_Dark_Mod_-_Compilation_Guide|Darkmod Compiling Guide]]
<br><br>For Windows \ MSVC++ you may wish to add an AVX flag:
  https://learn.microsoft.com/en-us/cpp/build/reference/arch-x64?view=msvc-170
<br><br>For Linux you can add -DCMAKE_CXX_FLAGS=-march=native to your cmake string.
<br><br>Example:
  cmake -DCMAKE_BUILD_TYPE="Release" .. -DGAME_DIR=/home/user/darkmod -DCMAKE_C_COMPILER=gcc-11 -DCMAKE_CXX_COMPILER=g++-11 -DCMAKE_CXX_FLAGS=-march=native


{{clear}}
If you have a system that works well with Multi-Core ( com_smp 1) then you may
consider enabling r_useAnonReclaimer to reduce cache thrashing.


=== OBSOLETE Configure Video RAM ===
2.07 and newer
 
Change:


<pre>
<pre>


seta com_videoRam "128"  
seta r_useAnonReclaimer "1"  


</pre>
</pre>


to the appropriate value (in MB) for your GPU in Darkmod.cfg
2.06
 
Eg. A 2GB video card would have 2048 there.


<pre>
<pre>


seta com_videoRam "2048"  
seta r_useBfgPortalCulling "1"


</pre>
</pre>


{{clear}}
in Darkmod.cfg
 
 


=== Upgrade your BIOS ===


Sometimes bugs or unintended specification limits in the BIOS on an older motherboard will prevent it from
=== Skip Dynamic Shadows ===
allowing the CPU or GPU to meet their potential.


If your manufacturer has an updated motherboard BIOS available, consider applying it.
Only render shadows from Stationary lights.
This will break missions where players might need to hide in a moving shadow.


=== Last resort: Upgrade your hardware ===
<pre>


Modern games need a lot of computing power, and while you don't need the absolutely newest hardware to play them, upgrading single components of your machine can help tremendously:
seta r_skipDynamicShadows "1"


* If you got '''less than 2 GByte''' main memory, consider upgrading your memory. This really helps to reduce swapping, which introduces quite noticeable slowdowns.
</pre>
* If you got a graphic card from NVidia older than the Geforce 8x00 series, consider upgrading it.
* For comparison, see '''[[Known_System_Configurations|Known System Configurations]]''' to see the weakest hardware known to run current TDM versions.


Upgrading your CPU is possible in most cases but can be quite complicated
<font size="5">


and the cost might be so high that upgrading your whole PC might be a better value.
== '''Lower Sound Quality''' ==
</font>


Upgrading the hard disk will usually not help much with gaming, unless you are running out of free space.
=== Force 22khz ===


SSD / NVME storage have improved loading times, especially on 2.10 and newer
'''<s>2.06: Do not use this optimization. It is known to cause issues with loading missions on some OpenAL hardware:<br>
http://bugs.thedarkmod.com/view.php?id=4814</s>
'''


'''(This is fixed in 2.07)'''
You can force 22khz audio processing to reduce the CPU overhead of audio processing.
Obviously, EAX effects will increase CPU load for audio so you should consider disabling
those before lowering audio quality. If normal audio plays fine but EAX causes performace,
this change might give you a boost while EAX is enabled.
<pre>
seta s_force22kHz "1"
</pre>
=== Disable EFX reverb (new 2.06) ===
The new EFX audio option (equivalent to EAX) has some impact on mission performance, due to additional reverb calculation by the CPU.
<br>Disable this option for extra performance. Especially if you get big stutter or lockup events opening doors from indoor
to outdoor areas.
<br>This option, disabled by default, is toggled with the main menu's "Audio/OpenAL EFX".
Turning on this option makes no performance or audio difference if the mapper didn't include an EFX file. For more about that, see [[Setting Reverb Data of Rooms (EAX)]].
<font size="5">
=='''Gameplay Performance Tips'''==
</font>
If you have done everything else you can and performance is still poor then one or two things you might do in game to help:<br><br>
* '''Revert to 2.03 Search behavior'''<br>
<pre>
seta tdm_ai_search_type "1"
</pre>
'''The new AI "hiding spot" routines in 2.04 (and newer) are more CPU intensive than 2.03's search method'''<br><br>
* Close all doors after you have passed through. Generally the game has to process both areas until you close the door if the doorway is still in sight.
* Kill or KO every AI you can. You might not like to play that way but generally, AI still hog resources even out of sight (depending on how set up in the game.)
* Avoid alerts. A dozen guards searching for you will really slow things down on a low-end machine.
* Try to look down at the ground when moving along. Gazing up at a grand vista will slow you down. Best to do your gazing while standing still.
{{clear}}


<font size="5">
<font size="5">

Revision as of 16:05, 19 April 2024

For Players

This article relates to performance issues for players. For performance information for mappers, see Performance: Essential Must-Knows

Minimum Specifications

  • CPU: 1.5Ghz with x64 instructions (64-bit) and SSE2 SIMD support
  • GPU: OpenGL 3.2 compatible with at least 512MB of VRAM ( roughly the performance of a Geforce GT 8800 )
  • RAM: 2GB
  • Storage: 30GB free space ( depending amount of missions you download )

You may be able to play on weaker hardware using config tips in this wiki but you will likely encounter many missions that are too taxing.

The Dark Mod 1.0 was originally released in 2009. The average mission designer and player of that time had a Geforce 6600GT and AMD Athlon 64 X2 2GHZ.
While some missions were playable all the way down to a Pentium 4 2.8GHZ with an Geforce FX 5200, this is well below the expected audience for this project.
Current Intel integrated GPU's have better performance than the Geforce 8800 that was a very high-end card in 2009.
See Hardware Considerations for additional details.

Note: Low-power mobile chips are known to throttle under heavy load, especially when using integrated graphics.

Conventions

Most of the changes demonstrated in this article are via "Console variables" CVARS.

The "seta" prefix is intended to save these settings permanently so that they are retained on restart and that is what is used by Darkmod.cfg.


seta r_softShadowsRadius "2"

OBSOLETE Suggestions

Some configuration suggestions in this wiki are no longer applicable in the latest TDM versions and are only
preserved for players running old versions. Where applicable these are labelled OBSOLETE so you can ignore them.

Temporary Testing

To temporarily test any settings, you can drop the "seta" and simply invoke the cvar and it's value (without double quotes) in the console.

Example:

Open the console with Ctrl+Alt+~ (tilde, ^ on German keyboards) and type:


r_softShadowsRadius 2

Note: Some CVAR changes in the console, such as vid_mode (resolution), r_multisamples (AA), r_swapInterval (V-Synch), image_anisotropy (AF) cannot be changed without also invoking vid_restart.

NEW: As of TDM 2.07, almost all conventional settings can be altered without restarting the engine!

Toggle settings in realtime

With the exception of Resolution ( "Render Scale" , most settings can be changed in realtime in the console or via a bind in Darkmod.cfg.

For example, you could bind both post-processing and enhanced interaction to the Z key to enable and disable them both by pressing that key


bind "z" "toggle r_postprocess 0 1; toggle tdm_interaction_vfp_type 0 1"

in Darkmod.cfg

Mission.cfg (New in 2.12)

When TDM was a Doom 3 mod, you could add a DoomConfig.cfg file to specific missions under doom3/darkmod/fms/mission_name
This allowed you customize settings on a per mission basis
TDM introduces a new config file called mission.cfg that is meant to allow mission authors to make fleeting setting changes to dynamic settings
You can use this file to replicate the old per mission concept

  • Make a mission.cfg file and place it under your darkmod folder. This is your global setting file.
  • Make another mission.cfg file and place it under darkmod/fms/<mission_name>. This is your per mission setting file
  • Add cvars to the per mission file in the format of seta r_something "0"
  • For each cvar added to the per mission file, add the preferred default version to the global setting file

To ensure the global setting gets re-applied, uninstall the current mission before installing a new one


Launch Options

You can also add the value as part of your target in your shortcut:

Example with two cvars:

  • Click the right mouse button Right click your Desktop shortcut to TheDarkMod and select Properties
  • On the Shortcut Tab enter the following into the "Target:" field

"C:\darkmod\TheDarkMod.exe" +set r_softShadowsRadius 2 1 +r_useEntityCulling 1

(Assuming you installed into C:\darkmod)

  • Then Click the left mouse button click the Change Icon button and browse for the Darkmod.ico icon in your darkmod install path
  • Click the left mouse button Click Apply

See also Set TheDarkMod to High Priority


Evaluation and Diagnostics

Show FPS

First, you can check how many FPS are achieved by opening the console with Ctrl+Alt+~ (tilde, ^ on German keyboards) and type:

com_showFPS 1

Show Position

To identify the locations where problems are found, use these two cvars to render the positions as an overlay display while playing.

Open the console with Ctrl+Alt+~ (tilde, ^ on German keyboards) and type:


g_showviewpos 1

con_noPrint 0

TDM Show Viewpos ( New 2.12 )

To accomplish the basically the same thing ( a little more refined ) the new tdm_show_viewpos cvar is now available


tdm_show_viewpos 1

Stop Time

Moving and Thinking can impact performance in unexpected ways.
When comparing graphical settings it might be best to "Stop Time" so that the entire scene is frozen
and the FPS changes due to graphics options can be more easily compared.
Open the console with Ctrl+Alt+~ (tilde is ^ on German keyboards) and type:


g_stopTime 1

Delete Darkmod.cfg after upgrade

If you run tdm_installer to upgrade TDM, it offers you the option to Restore Darkmod.cfg.
When you do this, you may be reverting newer configuration defaults that have been changed in the latest release.
While it may be inconvenient to reconfigure all your preferred settings from scratch, it may be best to start with this step ( deleting Darkmod.cfg )
before tinkering with any other setting changes. ( Especially if you haven't done this for a few upgrade cycles. )

Newer TDM versions keep your keybindings and controller settings in a separate file
so you will just need to change resolution, brightness \ gamma, and other graphic quality settings
in addition to game-play difficulty settings.

Mission Updates

Mission authors often discover performance problems after they release their missions.
They will occasionally issue new mission versions that have improved performance.
Also, the TDM team will sometimes apply fixes to missions that can improve performance and stability in new release versions.
We recommend checking the Mission Downloader for updates to your existing missions ( denoted with an asterisk )
Note: Savegames do not work between different mission versions.

Known Taxing Missions

TDM performance can vary wildly depending on what any specific mission author has done to design their mission.
Before deciding that TDM is unplayable on your hardware, please try less demanding missions
The following are a few missions that are known to challenge low-end hardware configurations

  • Scroll of Remembrance
  • Briarwood Manor
  • The Rats Triumphant
  • Rightful Property
  • A Bridge Too Far


Conversely, here are a few missions that should run well on low-end hardware ( in addition to the included "official" missions )

  • Closemouthed Shadows
  • The Outpost
  • The Parcel
  • Special Delivery
  • The Thieves
  • Thief's Den 1
  • The Golden Skull
  • Coercion
  • Sir Talbot's Collatoral


Missions that require 64-bit

Some very large missions will not load when running 32-bit TDM versions on Windows ( or may have anomalies on 32-bit Linux )
They simply cause TDM to exceed the Windows "2GB allocation limit" for 32-bit during loading.

  • The Painter's Wife
  • Penny Dreadful 3: Erasing the Trail
  • Shadows of Northdale ACT 1


( Note: You may be able to use image_downSize cvars to lower resources to load these missions on 32-bit Windows. )



Hardware Considerations

If you can correct hardware deficiencies you may not need to perform as many tweaks or setting changes.
Sometimes it is as simple as a Driver or BIOS update. Other times, you may need to consider updating hardware.

Last resort: Upgrade your hardware


This whole wiki article is meant to assist players with making TDM run as best as possible on their current hardware.

That said, you may find that the needed compromises are too harsh or that some missions still do not perform
well enough even with an optimized configuration. As such, it may be time to consider hardware upgrades.

Before upgrading it may still be advised to open a support thread in the forums, especially if your hardware is above the minimum specifications


Modern games need a lot of computing power, and while you don't need the absolutely newest hardware to play them,
upgrading single components of your machine can help tremendously:

  • If you got less than 2 GByte main memory, consider upgrading your memory. This really helps to reduce swapping, which introduces quite noticeable slowdowns.
  • If you got a graphic card from NVidia older than the Geforce 8x00 series, consider upgrading it.
  • Upgrading the (spinning) hard disk to SSD / NVME "Solid State" storage should improved loading times, especially on 2.10 and newer.
  • For comparison, see Known System Configurations to see the weakest hardware known to run current TDM versions.


Upgrading your CPU is possible in most cases but can be quite complicated and the cost might be so high that upgrading your whole PC might be a better value.


Driver Considerations


(IdTech4) The Dark Mod was originally based on OpenGL 2.0. (the same as Doom 3)

GPU manufacturers have largely ignored issues with this older specification so a number of workarounds have been

compiled by the community to attend to erroneous behaviors or poor performance.

As of TDM 2.06 and newer The Dark Mod uses OpenGL 3.x so many of these suggestions are no longer applicable.

That said, even OpenGL 3.2 (current requirement) is an old standard so some newer workarounds may be needed.


Intel ( new 2.09 )

Some Intel drivers do not perform well with persistent mapping enabled.
In 2.09 there is a special persistent mapping mode that works better for this hardware.
You must disable standard persistent mapping to use this mode.


r_gpuBufferNonpersistentUpdateMode "1"

r_usePersistentMapping 0


(AMD\ATI) Disable Catalyst AI

2018: The latest Radeon Crimson and Adrenalin Drivers:

Surface Format Optimization = OFF

Disable Catalyst AI in recent AMD Drivers

(AMD\ATI) Rename the executable

Most modern drivers have built-in profiles for the executable names of commercial games.

Renaming TheDarkMod.exe to the name of a commercial OpenGL game may gain you some optimizations

or even a Crossfire profile (I believe DarkAthena.exe had one.)

Known working renames:

DarkAthena.exe (thus far the most consistent improvement)

Doom3BFG.exe

Wolf2MP.exe

Amnesia.exe

Brink.exe

Prey.exe

(Nvidia) Optimus Laptop wont use your Nvidia GPU

See also: [1]

Many Laptops now have the ability to use the GPU that is built into the CPU when not "gaming".
Unfortunately, sometimes the drivers for these Laptops don't detect TDM as a "game".

The easiest solution is to create a Driver Profile for TheDarkMod.exe or TheDarkModx64.exe in your driver settings.

  • Right click Click the right mouse button anywhere on your desktop where no icon is shown
  • Left Click Click the left mouse button Nvidia Control Panel
  • Then Click on the Programs Tab
  • Click "Add" and browse for TheDarkMod.exe or TheDarkModx64.exe
  • Then scroll down the settings list and find "OpenGL Rendering GPU"
  • Then select your Nvidia GPU from the list of options

Nvidia Profiles.jpg



(Nvidia) Disable the Streamer Service

Open your run dialog (Windows + R) or command prompt and type services.msc

On the Extended Tab locate "Nvidia Streamer Network Service"

Click the right mouse button Right-click it and choose "Stop"

Once the service is stopped, Click the right mouse button right click it again and choose Properties

On the General Tab set Startup Type = Disabled then Click the left mouse button click Apply.

Do the same for "Nvidia Streamer Service"

Do the same for "Nvidia Telemetry" service(s).

Note: There is a GUI option to disable streaming in the newest Geforce Experience settings page.

You would still be advised to disable the Telemetry service for extra performance.


You can also perform these steps for any services that you know can be manually started

or are not needed for your daily usage. (Obviously) Do not disable any service that you don't

recognize or know is safe to disable.


NEW INFO:

The Nvidia Streamer Service is now tied to the "Geforce Experience" "In-Game Overlay" setting.
Disabling that feature in Geforce Experience should accomplish the same as the above.



(Nvidia) Disable Threaded Optimizations

Open Nvidia Control Panel ->

Manage 3D Settings ->

Bottom half of list locate "Threaded Optimization" <-- Set to NO / Off

Also set "Multi-display/Mixed GPU acceleration" to "Single display performance mode"

This can also reduce or eliminate driver crashes or rendering anomalies.

  • Note: This might be obsolete information.
    With the latest Nvidia drivers, some users have reported that disabling Threaded Optimizations
    has significantly reduced performance. (Down from 60 to 25FPS in one case.)



Lower in-driver quality settings

AMD, Nvidia, and Intel all give users the option to lower texture quality and

also have various quality "optimization" levels for texture LOD Bias and Anisotropy (Filtering).

Try different driver versions

Sometimes updating to the latest driver version or reverting to an older version

will improve performance. Try a few revisions or ask about known good driver versions.

This applies to both GPU drivers and "Motherboard Chipset Drivers".

See also Upgrade your BIOS


Upgrade your BIOS

Sometimes bugs or unintended specification limits in the BIOS on an older motherboard will prevent it from allowing the CPU or GPU to meet their potential.

If your manufacturer has an updated motherboard BIOS available, consider applying it.

Compile Darkmod for your own Hardware

The Dark Mod already contains many hardware specific optimizations and can detect when your system has the needed hardware so that it can accelerate parts of the engine.
Though unlikely, it is possible that MSVC++ or GCC compilers can improve the performance of the executable further when told what hardware you have.
You can try compiling The Dark Mod yourself and add any compiler configurations that are specific to your hardware.

Darkmod Compiling Guide

For Windows \ MSVC++ you may wish to add an AVX flag:

 https://learn.microsoft.com/en-us/cpp/build/reference/arch-x64?view=msvc-170



For Linux you can add -DCMAKE_CXX_FLAGS=-march=native to your cmake string.

Example:

 cmake -DCMAKE_BUILD_TYPE="Release" .. -DGAME_DIR=/home/user/darkmod -DCMAKE_C_COMPILER=gcc-11 -DCMAKE_CXX_COMPILER=g++-11 -DCMAKE_CXX_FLAGS=-march=native

OBSOLETE Configure Video RAM

Change:


seta com_videoRam "128" 

to the appropriate value (in MB) for your GPU in Darkmod.cfg

Eg. A 2GB video card would have 2048 there.


seta com_videoRam "2048" 


Optimizing the OS performance

Historically, TDM had significantly better performance on Windows because Doom 3 had no SIMD optimizations under Linux.
As of 2.06 and newer Linux TDM has both SSE SIMD and AVX optimizations so it can run faster under Linux due to less OS overhead.
Unfortunately, the default "capped FPS mode" has never worked well under Linux so out-of-box Linux still performs worse.
Hence we advise switching to uncapped mode under Linux.
If you have a weaker CPU and can install Linux ( dual boot, etc ) you may see 5 to 10% performance uplift when configured properly


All OS Variants: File Permissions

Make sure your darkmod folder is located in a non-protected location.

On Windows, "Program Files" is protected and will cause problems saving any settings or installing Fan Missions.

On Linux, you should consider creating your darkmod directory under your /home/<username>/ folder to avoid permission issues.

Linux UEFI Secure Boot

With Secure Boot enabled in the BIOS, some Linux distros will fallback to (slow) open drivers and wont have access to most hardware features.
If your Linux distro doesn't offer "Signed Kernels" and "Signed Drivers" disabling UEFI may be the only way to have acceptable performance
We recommend that you consider using a Linux distro that offers Signed Kernels such as the latest Ubuntu, OpenSUSE, Debian, Linux Mint versions

Stop running programs in the background

Programs running in the background might either eat up memory that is needed for Doom 3 The Dark Mod, and thus cause swapping to the hard disk, or they might consume CPU time or other resources.

This can cause either general slowdowns or hickups during game play.

Ensure that Programs are the main priority in the OS

To begin the process, type sysdm.cpl in Run box (Windows + R) and hit Enter to open the System Properties.

Select the Advanced tab and under Performance, Click the left mouse button click on Settings.

In the Performance Options box, select the Advanced Tab again.

You will see a section Processor Scheduling

Choose "Programs" then Click the left mouse button click Apply.

White-list TheDarkMod.exe in Security Software

Make sure that Windows Defender or Anti-Virus, Anti-Spyware, etc aren't constantly scanning or interacting

with TheDarkMod.exe. Add it to your security white-list.

Windows 10 Granular Security Options

With new attacks like Meltdown and Spectre, Windows 10 has added CPU architecture specific security fixes.
Many of these have performance impacts. The impact is mostly on Storage access so loading times would
normally be the only casualty of these changes. Still, it's possible that these protections might interfere
with The Dark Mod in other ways.

Please review:

https://learn.microsoft.com/en-us/microsoft-365/security/defender-endpoint/exploit-protection-reference?view=o365-worldwide

and disable the security options you feel are excessive.

Disable TDM Connectivity

If you decide to bypass / safelist TDM in security software, you can mitigate risks posed by TDM's network connection by setting:


seta tdm_allow_http_access "0"

in Darkmod.cfg to block connectivity.

This comes with the caveat that the in-game mission downloader won't work, you'll need to download missions from https://www.thedarkmod.com/missions
and copying them to your darkmod/fms folder

Disable Desktop Effects

(If you are willing to sacrifice you desktop visual behavior and effects for better TDM performance. Note: This can be reverted.)

To begin the process, type sysdm.cpl in Run box (Windows + R) and hit Enter to open the System Properties.

Select the Advanced tab and under Performance, Click the left mouse button click on Settings.

In the Performance Options box, select the Visual Effects tab.

Check "Adjust for Best Performance" then click Apply.


Priority and Affinity (Advanced)



The following sub-section is a deep dive into forcing your Operating System to treat TDM as the most important application.

A well behaved and maintained OS generally will not need to be configured like this so please consider these options
to be an extreme last resort to ensure that no OS performance factors are slowing down TDM

Windows Priority and Affinity

Note: As of The Dark Mod 2.08 Frontend Acceleration, defaults to 2 threads. When configuring affinity you should
ensure that at least 2 cores ( preferably 3 ) are allocated to TDM. If you increase the jobs_numThreads value
you should correspondingly increase the number of cores available in process affinity.

Set TheDarkMod to High Priority
  • Launch TheDarkMod

(Note: Do not start a mission or test map yet. If the 3D render is initialized it will take a long time to exit fullscreen and return to it.)

  • Alt + Enter to exit fullscreen
  • Ctrl + Alt + Del to open your Task Manager
  • Click the right mouse button Right-click on TheDarkMod.exe the choose "Go to Details"
  • (On the details\processes pane) Click the right mouse button Right-click on TheDarkMod.exe and mouse-over Set Priority and choose High
  • Alt + Enter to return to fullscreen

You can also edit your Desktop shortcut to start in High priority:

  • Click the right mouse button Right-click your Desktop shortcut to TheDarkMod and select Properties
  • On the Shortcut Tab enter the following into the "Target:" field

cmd.exe /c start "TheDarkMod" /High "C:\darkmod\TheDarkMod.exe"

(Assuming you installed into C:\darkmod)

  • Then Click the left mouse button click the Change Icon button and browse for the Darkmod.ico icon in your darkmod install path
  • Click the left mouse button Click Apply
Set TheDarkMod Affinity

If you have a limited number of cores or heavy background tasks are always consuming the default cores, you can set The Dark Mod to run on a specific core via "affinity"

  • Launch TheDarkMod
  • Alt + Enter to exit fullscreen

(Note: Do not start a mission or test map yet. If the 3D render is initialized it will take a long time to exit fullscreen and return to it.)

  • Ctrl + Alt + Del to open your Task Manager
  • Click the Performance Tab and look at the CPU display to see which cores are the least busy
  • (On Windows 10, click the "Open Resource Monitor" link and then click the CPU tab and expand the right pane)
  • Close the Resource Monitor and click the Processes Tab in Task Manager
  • Click the right mouse button Right-click on TheDarkMod.exe the choose "Go to Details"
  • (On the details\processes pane) Click the right mouse button Right-click on TheDarkMod.exe
  • Mouse-over then click "Set Affinity" and uncheck cores you want to prevent TDM from using
  • Alt + Enter to return to fullscreen

As with Priority you can set Affinity in your shortcut.

Example Target:


cmd.exe /c start "TheDarkMod" /affinity 1 "C:\darkmod\TheDarkMod.exe"

The affinity number is not matched to the number in your performance screen. For example "Core 0" in Task Manager is affinity 1. The values are in Hex but are converted from binary where 1 represents an active core and 0 is disabled in a descending order.

For example: Binary 1110 means Core 3, 2, and 1 are enabled while Core 0 is disabled. Converting from Binary to Hex gives you /affinty E. This is a useful config if the majority of your processes are running on Core 0. FE for an 8 core chip would accomplish the same result.

Another useful option is 0101 /affinity 5 which will select core 0 and 2 which are "real" cores in a Hyperthreading environment.

  • Core 0 is 1
  • Core 1 is 2
  • Core 2 is 4
  • Core 3 is 8
  • Core 4 is 10
  • Core 5 is 20
  • Core 6 is 40
  • Core 7 is 80
  • Core 8 is 100
  • Core 9 is 200
  • Core 10 is 400
  • Core 11 is 800

Again, the core number does not exclude hyperthread cores so if you have an 8 Core \ 16 thread CPU you must count all real and hyperthread virtual cores when setting affinity.

Windows Combined Example

You can include both priority and affinity switches in your shortcut


C:\Windows\System32\cmd.exe /c start "TheDarkMod" /High /affinity 5 "C:\darkmod\TheDarkMod.exe" +set r_softShadowsRadius 2.5 +r_useEntityCulling 1

Start TheDarkMod with high priority on Cores 0 and 2 (real cores) and add two launch cvars ( See Conventions).

As you can see, you can make a huge launch string but once you go past 2 or 3 cvars it's best to

use Darkmod.cfg unless you wish to make multiple launchers for testing (etc).

Process Management Note

You can also either "End Task" on processes that you know you don't need or set them to "below normal" or "low" priority.

Moving these low priority processes to a different core via affinity is also an option.

Some processes, such as OneDrive.exe (which is integrated into the OS) will keep restarting so it's best to set these to "low priority"

If you are unsure what a process does, do not change it until you've researched the process.

Linux Priority and Affinity

Note: Linux generally does a good job of ensuring that other applications or processes are not impacting
game performance ( or really any foreground application performance ).
Managing affinity and\or priority usually has little to no effect in Linux unless you knowingly have lots of other heavy applications running.

Linux Priority

NOTE: Some modern Linux distros that use pipewire audio will not render audio if
the initial command that invokes the application is run as root or sudo. I am currently investigating a workaround.

You can launch TDM with a very high priority via the "nice" command:

sudo nice --18 su -c /home/user/darkmod/thedarkmod.x64 username

There are two dashes in the above command. The first dash just tells the command that we are passing a parameter,
the second dash indicates a "negative priority number". Confusingly, the larger the negative number the higher
the priority with a maximum value of -20. Conversely the higher the positive integer, the lower the program priority!
For the sake of responsiveness, it is probably best to avoid the top or bottom if the priority range.
Also, note that the command must run as sudo to use negative priority and it's best to use "su -c program username"
so that it is run as "you" (replace username with your username) rather than root so you don't end up with root owned files.
See the visudo change in Linux Combined Example for details on how to run as sudo without a password

Example to launch with lower priority ( lowest possible value 19 ):

nice -10 /home/user/darkmod/thedarkmod.x64

You can also change the priority of TDM while it is running via "renice" and "pidof"

renice -n --18 -p $(pidof thedarkmod.x64)
Linux Affinity

Modern Linux operating systems will list cores with a list starting with 0, so ( for example ) the top core number in an 8 core CPU will be 7.

You can identify cores and whether the cores are hyperthread ( HT ) cores via:

lscpu -e

Example:

    CPU NODE SOCKET CORE L1d:L1i:L2:L3 ONLINE MAXMHZ    MINMHZ
    0   0    0      0    0:0:0:0       yes    4100.0000 400.0000
    1   0    0      1    1:1:1:0       yes    4100.0000 400.0000
    2   0    0      2    2:2:2:0       yes    4100.0000 400.0000
    3   0    0      3    3:3:3:0       yes    4100.0000 400.0000
    4   0    0      0    0:0:0:0       yes    4100.0000 400.0000
    5   0    0      1    1:1:1:0       yes    4100.0000 400.0000
    6   0    0      2    2:2:2:0       yes    4100.0000 400.0000
    7   0    0      3    3:3:3:0       yes    4100.0000 400.0000

The CPU number above is what the OS recognizes when using affinity commands, the core number is actual core number. So in the above results, CPU's 4 to 7 are hyperthreading cores whereas cores 0 to 3 are real cores.

To pin TDM to specific cores, you can change the launch options to:

taskset -c 1,2,3 /path/to/thedarkmod.x64

The above example forces TDM to run on real cores 1, 2, and 3. You may use a dash to specify a range of cores (1-3) or even mix both syntax forms ( 1-3,6 ).

You can also change the core of a running TDM instance by using pidof to auto-locate the PID of the running process:

taskset -cp 1,2,3 $(pidof thedarkmod.x64)

More advanced users may wish to "cpuset" to create a new logical group of cores and caches (etc) then assign TDM to run under
the new CPU Set

And (of course) you can instead use taskset to move other non-critical processes to other cores or HT cores.

Linux Combined Example

NOTE: Some modern Linux distros that use pipewire audio will not render audio if the initial command that invokes the application is run as root or sudo. I am currently investigating a workaround.

In Linux nice and taskset cannot be invoked at the same time to launch an application.
You can launch TDM and use taskset to change the running process and likewise use renice to change priority
To launch with both priority and affinity at once, you can use "schedtool"
You will first need to use visudo to allow schedtool to run in sudo without a password
visudo will open an editor where you may add the following to the bottom of the file


%sudo ALL = ( ALL ) NOPASSWD: /usr/bin/schedtool,/usr/bin/nice

Then simply edit the "command field" for the properties page of your Darkmod launcher icon as follows:


sudo schedtool -R -p 50 -a 1,2,3,5,6,7 -e nice --17 su -c "/home/user/darkmod/thedarkmod.x64 +set r_shadows 1 +r_ssao 0" username

In the above example, priority (-p ) is set to -50 ( highest is -99 aka realtime ) and affinity ( -a ) is set to use real cores 2 to 4 and corresponding HT cores ).
Setting any application to -99 ( realtime ) priority is unsafe because it may be hard to exit or may lockup the OS trying to request resources.
schedtool has a "-n" flag for the nice value but it only supports positive nice values so we added the nice invoke after the "-e" ( execute flag ) and
made sure to su ( switch user ) to run thedarkmod.x64 as "username" ( eg whatever your username is ).
Finally, for good measure we have set shadows to stencil ( 1 ) and SSAO off ( 0 ) using standard Doom 3 style launch options for example syntax

Optimizing Dark Mod settings

The settings changes below generally can be changed independently of one another.

This means that if your want better settings in one aspect (such as AA) you can

try reducing quality or disabling another aspect (such as post-processing, image_downsize, v-sync, etc)



Reduce your resolution!

On older cards (or integrated graphics), Doom 3's TDM's render engine is very expensive for every per pixel drawn, and reducing the resolution will help the most.
For instance, at 1600x1200 the game needs to draw four times as many pixels as when running 800x600.
The result with 800x600 will not look as bad as one might think – but the frame rate improvements might make it much more playable.

Screen Resolution

On modern LCD, OLED, or MicroLED displays we advise against changing native resolution unless you know that your monitor
has an excellent internal resolution scaler. You should instead change your Render Scale as described in the next sub-section.
This section is more applicable to players using CRT or Plasma displays which naturally support a wide range of resolutions.
Even if you have a CRT or other legacy display tech, it may be better to change Render Scale to avoid legibility issues in Menus and HUD / GUI.

Note: While this section is mostly applicable to legacy displays, if TDM doesn't properly detect the native resolution of your modern display
you will still need configure it ( as shown below ) before adjusting Render Scale


If you cannot set the resolution you want in the video settings menu then enter it in Darkmod.cfg.

For the lowest possible resolutions, search down for these cvars first and replace them with the values shown:


 seta r_mode "-1"
 seta r_customHeight "640"
 seta r_customWidth "480"

alternate for wide screen monitors:

16:9 ratio

seta r_mode "-1"
seta r_customwidth "1280"
seta r_customheight "720"
seta r_aspectratio "1" 

See also: "Resolutions" (for a list of known configurations)


Lower your Render Scale (New 2.07)

The new "Render Scale" slider in 2.07 allows you to reduce the internal resolution that TDM will render to.
Lowering this has a similar performance impact as lowering your resolution and is the preferred way to improve performance via resolution change
One additional benefit is that lowering Render Scale does not impact Menu and HUD / GUI resolution


seta r_fboResolution "0.85"

Note: With the r_fboResolution CVAR, you can also do the opposite...
You can also render to a HIGHER THAN NATIVE resolution and the down-scaled output will look sorta like SSAA.
This is VERY expensive so we recommend going no higher than r_fboResolution 1.5.

Image Sharpening (New 2.09)

In 2.09 a new "Contrast Adaptive Sharpening" shader has been added and is enabled by default.
At the default Render Scale this simply improves the quality of textures.
When paired with lower Render Scale values it can substantially reduce the blur and make the screen look almost like full resolution!


seta r_postprocess_sharpen "1"
seta r_postprocess_sharpness "0.7"


Lower Anti-aliasing

The Dark Mod ships with standard "Multi-Sample Anti-Aliasing" ( MSAA ). This can reduce or eliminate jagged pixelization on geometry edges
by sampling sub-pixels near those edges and blending based on the average color. In practice this means that every visible geometry edge will get rendered
at a multiple of it's native resolution ( depending on your setting; eg. 2x, 4x, 8x, 16x ).
While this is still lower than increasing your screen resolution by the same factor, it can still increase the render workload by 50% or more in dense scenes.
If you needs the extra performance, you may need accept some aliasing ( jaggies ).
Since AA approximates a higher resolution, you may prefer disabling it in favor of choosing a higher resolution ( eg 1080p with 8xAA verses 1440p with no AA )
Incidentally, if you have GPU power to spare you can either use your GPU driver settings to force even higher quality modes such as SSAA that performs sub-sampling to every pixel
or configure TDM Render Scale ( r_fboResolution ) above native resolution for a similar effect (see previous sub-section ).


In the standard video settings, set AA to a lower value or 0


seta r_multiSamples "0" 

in Darkmod.cfg


Note: Nvidia's in driver FXAA anti-aliasing setting is substantially faster than the multi-samples settings in game.

Doom 3 is far less susceptible to AA artifacts so this may be an acceptable alternative especially if you are are running the game at native resolution (or nearly native).

AMD has MLAA which may also work well in the same way.

Depending on your graphics performance, it may be better to use a lower Render Scale and then use a higher AA value to retain clean edges.


Enable Multi-Core (new in v2.06)

In 2.06 the engine splits the Frontend and Backend into separate threads if you enable the Experimental "Multi-Core" setting in the Advanced Video settings GUI menu.


seta com_smp "1"

in Darkmod.cfg

In 2.09 this is enabled by default. The setting is no longer in the GUI.

Frontend Acceleration (new in v2.09+)

In 2.09 the engine frontend can submit models to the render backend via parallel jobs on multiple CPU cores.
This is similar to how Doom 3 BFG handles this.
Enable "Frontend Accelleration" in the Advanced Video settings GUI menu.


seta r_useParallelAddModels "1"

In TDM 2.11 this is enabled by default.

Also, you can increase the number of assigned cores:


seta jobs_numThreads "3"

( See the Affinity section above regarding cpu core management in relation to these options. )


Uncap FPS (New in v2.06)

Run one game tick per graphics frame, rather than fixed 60 ticks per second.

In 2.06 this is now a GUI option "Uncap FPS" in the Advanced Video settings GUI menu.

This not only makes the player camera move more smoothly but can also improve performance
since some drivers do not work well with the capped FPS design.


seta com_fixedTic "1"

in Darkmod.cfg

Note: Uncapping FPS is crucial to a smooth performance in most Linux environments.
The default capped design appears to have some flaw for frame timing against the native Linux timer
Uncapping FPS or running TDM capped under Wine will resolve this.
Native Doom 3 builds are also impacted by this problem so it predates The Dark Mod.
The Dark Mod cannot use com_preciseTic 0 as a workaround ( some users have used this to improve Linux Doom 3 frame timing )
This mode has the additional benefit of making video playback properly sync to audio.
The Dark Mod team has worked hard to ensure that the uncapped mode is bug free at high FPS values but if you wish to
reduce the risk of high-FPS related bugs, set your Max FPS ( com_maxFPS, see below section ) to 75 or less.


Max FPS (New in 2.08 )

In 2.08 you can define the max FPS via the Max FPS setting in the Advanced Video settings GUI menu.


seta com_maxFPS "90"

in Darkmod.cfg

Shadow Settings

Change Shadow Mode (New 2.07)


In TDM 2.07 we offer two different "Shadow Implementation" options in the GUI.

  • Maps (Shadow Maps)
  • Stencil (Stencil Shadow Volumes)


Shadow Maps can perform better in scenes with fewer but larger light sources and less small shadow casters.
Shadow Map performance depends on the amount and speed of VRAM on you GPU
Most of the calculations are done on the GPU in this mode so if you have a weak CPU and mid-range GPU ( usually old desktops ) this mode is preferred
Stationary Lights + Big areas + Big Lights = Higher FPS with Maps

Stencil can perform faster for systems with powerful CPU's and weak GPU's ( usually laptops ) because it mostly relies on fillrate.
Stencil soft shadows sometimes run faster because they don't do calculations for "distance to blocker" ( contact hardening )
Lots of small moving lights + confined spaces = Higher FPS with Stencil

Maps mode:


seta r_shadows "2"

Stencil mode:


seta r_shadows "1"

in Darkmod.cfg

Lower or Disable Soft Shadows (New in v2.06)

Shadow Quality determines how many gradients ( color bands) that soft shadows use.
In the advanced videos settings menu set the Soft Shadows quality slider to low or off


seta r_softShadowsQuality = 0

in Darkmod.cfg


In the advanced videos settings menu set the Shadow Softness slider to make shadows softer without increasing the quality level


seta r_softShadowsRadius 2.0

in Darkmod.cfg

You can experiment with values between 1.5 and 3.5 or more.

Single Pass Shadow Maps

Rather than calculating all shadows one-at-a-time, all shadow casting is calculated in one pass for every light. THIS CAN OFFER SUBSTANTIAL PERFORMANCE IMPROVEMENT


seta "r_shadowMapSinglePass "1"

in Darkmod.cfg

2.10 Issues:

  • The old backend does not work with this mode ( r_useNewBackend 0 )
  • For some users, screenshots will be missing shadows for func_static geometry if this is enabled
  • The screen-shot issue is resolved in 2.11+

NEW - This is enabled by default in 2.12

Shadow Map Size

The larger the Shadow Map texture, the more detail and less artifacts you have further away from the light center or for small objects.
Conversely, smaller Shadow Map textures perform much better (use less resources).
Since stretching a low resolution shadow texture over a large area naturally causes bi-linear blurring,
some players prefer lower resolution maps instead of increasing the quality and softening radius which produces less blur
due to realistic contact hardening simulation in the light shaders.


seta r_shadowMapSize "384"

You can also increase this to reduce light leaks from the r_shadowMapCullFront optimization.
On balance enabling that optimization may offset the pitfalls of a bigger shadow map.
You can experiment with shadow map sizes that are slightly larger than 1024 such as 1280 or 1440.
This setting can also be used to reduce the impact of Volumetric Lights because they always use Shadow Maps regardless of Shadow Mode

Max Light Size

The larger the light, the more Shadow Map resolution you need (see Shadow Map Size).
There are some lights so large that Shadows will never look good without insane texture sizes. You can set a threshold to say if lights are bigger than X, use Stencil Shadows.


seta r_maxShadowMapLight "1500"

Lower or Disable Ambient Occlusion (New in 2.08)

In the advanced video settings menu make sure that Ambient Occlusion is set to low or off.


seta r_ssao "1"

or


seta r_ssao "0"

in Darkmod.cfg

SSAO Radius

You can widen the SSAO radius to improve the appearance or shrink it to improve performance


seta r_ssao_radius "24"

Reduce Color Depth (New in 2.08)

In TDM 2.08 the default Frame Buffer was upgraded to use 64-bit color to reduce color banding.
Some GPU's have poor support for this format or render much slower. Consider reverting to 32-bit.
Change Color to 32-bit under the Advanced Video settings menu or:


seta r_fboColorBits "32"

in Darkmod.cfg


Disable Bloom

In the advanced video settings menu make sure Bloom is disabled


seta r_bloom "0"

in Darkmod.cfg

TDM versions older than 2.08

Disable Postprocess in the GUI or set:


seta r_postprocess "0"

in Darkmod.cfg

Run The Dark Mod in fullscreen

Running Darkmod in windowed mode might be quite a bit slower than fullscreen mode.

One reason for this is that windowed mode is sometimes forced to V-sync. ( See Disable V-sync )


seta r_fullscreen "1"

in Darkmod.cfg


In 2.08 you can choose between Windowed, Fullscreen, and Borderless Windowed. Fullscreen is the lowest latency option.

Fullscreen Windowed in Modern Windows Versions

It has become widely recognized that v-sync is a source of input delay and forcing it for both Windowed and Fullscreen Windowed modes
is not optimal. The latest Windows versions no longer force v-sync on Fullscreen Windowed applications but if you encounter any issues
or have an older Windows release you should be able to force it off via your driver application profile settings:

If you have a Nvidia card

  • Open de Windows start menu and type: Nvidia control panel
  • Click Manage 3D settings, on the left pan
  • Under "I would like to use the following 3D settings" scroll down until you see "Vertical sync."
  • Select Vertical sync choose "Force off" or " disable" ... from the drop down.

For AMD

  • Click the Start button or Windows icon.
  • Type "Catalyst control center" in the search bar.
  • Press Enter on your keyboard.
  • Click Gaming.
  • Under "3D Application Settings" scroll down to "Wait for vertical refresh."
  • Move the slider down to the side that says "Performance" so the text beneath it says Always Off.

The above won't be necessary for users with variable refresh displays and video cards with variable refresh support such as G-Sync or Freesync.


Disable V-sync


In the standard video settings, disable vsync

seta r_swapInterval "0" 

in Darkmod.cfg


NEW INFO!!!!

Setting r_swapInterval "-1" enables "Adaptive Vsync" which only performs the sync action when you are at or above refresh rate.
This has much less performance impact.

NEWER TDM 2.10 has an Adaptive Vsync option in the Video Settings GUI



The Dark Mod has extremely variable FPS compared to modern titles due to it's substantial CPU heavy renderer.

We strongly recommend disabling V-Sync altogether or forcing variable V-sync tech such as G-Sync, Freesync, Fast-Sync or Enhanced Sync (new) in your driver settings.

Force Refresh Timing

(Related to vsync)

Some newer video cards may not properly report the refresh rate to this engine (typically digital output like DVI, HDMI, or DisplayPort) This can cause lag, stutter, and uneven frame pacing.

create an autoexec.cfg in your darkmod directory and set:


seta r_displayRefresh "60"

(Obviously increase to match your available mode.)

Set Object Detail to Low

In the advanced video settings menu lower the Object detail slider below normal

seta tdm_lod_bias "0.5"

in Darkmod.cfg (see also Object_detail )


Field of View Decrease

Note that this setting might occasionally produce odd effects such as a grabbed object seems to move a little on release.

You can get a performance improvement if you decrease the field of view. By default this is 90 degrees but you might try entering in the console:

g_fov 85

or

seta g_fov "85"

in Darkmod.cfg

In addition, if you are playing a mission that is too good to miss and reach a very low performance area which is almost unplayable on your machine,
you might consider setting the field of view extremely low temporarily to get you through then restore to 90 later...

g_fov 50

or bind a toggle

bind "z" "toggle g_fov 50 90";

in Darkmod.cfg so you can tap a key to go between FOV ranges.

See Toggle Settings in Realtime

Note from Fidcal: I have played comfortably on g_fov 75 and even think perhaps it makes nearby objects more realistically close so you can get right up to a table, etc.
Not noticed any problem with restricted view.

Lower Anisotropic Filtering

In the standard video settings, lower or disable AF


seta image_anisotropy "0" 

in Darkmod.cfg

Note: This has very little performance benefit for most GPU hardware.


This is also one of the few graphic settings that can be adjusted without requiring a vid_restart or restarting the engine.

NEW: In 2.09 if you change Anisotropic Filtering and have "r_useBindlessTextures 1" set (default) the game may stutter
when you return from the menu because it must rebuild all the textures.
To avoid this, set "r_useBindlessTextures 0" then restart the game and test your preferred AF mode then once you have found your
performace-to-image quality sweet spot set "r_useBindlessTextures 1" and restart TDM

NEW 2: In 2.11, bindless texture support was removed due to multiple issues with AMD drivers.
You should be able to change anisotropic filtering settings in the GUI without encountering stutters.


Set the ambient shading to "Faster" ( OBSOLETE in 2.09+)

Inside the settings, change the ambient rendering method to "Faster".

seta tdm_ambient_method "1"

in Darkmod.cfg

(Note: Some preliminary tests in v2.05 show that the Enhanced Ambient is now faster than the "fast" texture based Ambient.) (Note: This setting has been removed in 2.09 )

Set the interaction.vfp to "Standard" (OBSOLETE in 2.09+)

In the video settings menu, change the interaction shader to Standard. Lighting will not look as good, but you may gain a few frames per second.


seta tdm_interaction_vfp_type "0"

in Darkmod.cfg

In 2.08 this setting is


seta r_interactionProgram "0"

This setting doesn't work in 2.09+ It is a stub cvar that does nothing.
If you wish to test interaction shaders, create a glprogs folder in your mission folder with new shaders having the same name as the default ones.
You can keep the default shaders in the same folder in renamed form then swap filenames and execute reloadGLSLprograms to compare changes.
For a more clean comparison also set g_stopTime to prevent dynamic light changes

Slow loading times

OBSOLETE! TDM 2.10 has very fast loading times!
The only setting that might improve loading times is "seta image_preload 0"

If you find an FM is very slow to load it may be an ATI graphics card problem. One report says this was cured by turning off Catalyst AI. Also cures HDR-Lite Post-Processing Problems.

Changing the following settings to 0 will also reduce loading time, but be warned: if you have a lower-end system, poor graphics card, or low ram, you will likely notice a performance hit in-game since you will now be using uncompressed textures.

 seta image_useNormalCompression "0"
 seta image_useCompression "0"
 seta image_preload "0"

New 2.10+ cvars ( defaults ) for fast loading times:

 seta image_levelLoadParallel "1"
 seta image_useTexStorage "1"
 seta image_mipmapMode "0"

In 2.10 the RXGB normal map compression format has been replaced the higher quality RGTC format.

Note: Disabling compression may lead to Malloc errors due to memory consumption.

You may be able to compensate by setting image_downsize options or use image_downsize instead of disabling compression. Image Downsizing

See Malloc Failure Errors


The game is very slow!

Note: The advised performance defaults below should mostly already be set by default on upgrade.
Please consider deleting darkmod.cfg after upgrading to restore these defaults.

If you get less than 10 FPS, or the game even stutters, please try this:

Look into your Darkmod.cfg inside your darkmod folder and check that the following settings are like shown below:

 seta image_usePrecompressedTextures "1"
 seta image_useNormalCompression "1"
 seta image_useAllFormats "1"
 seta image_useCompression "1"
 seta image_preload "1"
 seta r_useCachedDynamicModels "1"
 seta r_useShadowVertexProgram "1"
 seta r_useEntityCulling "1"
 

Note: r_useShadowVertexProgram no longer exists in TDM. All shadow modes use GPU vertex operations.

OBSOLETE 2.09 performance defaults

 seta r_useMultiDrawIndirect "1"
 seta r_useBindlessTextures "1"

2.11 new performance defaults ( in addition to the standard performance defaults above )

 seta r_useNewBackend "1"
 seta r_modelBvhBuild "1"
 seta com_smp "1"
 seta r_useParallelAddModels "1"
 seta r_usePersistentMapping "1"
 seta com_useMinorTics "1"
 seta com_fixedTic "1"
 seta com_maxFPS "166"

2.12 new performance defaults ( in addition to the standard performance defaults above )

 seta r_useLightPortalFlow "2"
 seta r_useLightPortalFlowCulling "1"
 seta r_softShadowsMipmaps "1"
 seta r_useEntityScissors "1" 
 seta r_animationBounds "1"
 seta r_useNewRenderPasses "1"
 seta r_shadowMapSinglePass "1"


Note: 2.12 r_useNewRenderPasses replaces r_useNewBackend
In 2.10 and newer you can control both the standard resolution and the "renderscale" whereas
2.09 required you to change renderscale for lower the resolution. It is still preferable to lower renderscale unless you have a CRT monitor

Frame Memory

New in TDM 2.08

r_frameIndexMemory 

and

r_frameVertexMemory

Increasing frame memory may help avoid crashing or slow-down when a scene suddenly requires more resources.
If you are VRAM limited, consider lowering texture quality ( image_downsize ) or resolution scale before increasing these.

Lightgem Calculation Optimizations


The Lightgem used to be a very taxing calculation because it required the entire scene to be rendered to an off-screen
image that was then slowly passed to parser code to comb all pixels for the brightest value.

As of TDM 2.05 and newer, only shadow casting geometry is rendered during the Lightgem calculation and the
pixels are read directly from an "OpenGL Buffer Object" at high speed.

Further optimizations after 2.05 include:

  • Moving the calculation to it's own Thread and utilizing SMP
  • Making the calculation part of the native Doom 3 sub-view system
  • Excluding Lightgem calculations from many phases of the render system that are not applicable
  • Inheriting optimizations from the overall renderer ( Improving TDM render speeds, improves the Lightgem render speed )


This means that the old configurations to reduce the impact of Lightgem calculation are mostly irrelevant
except for niche scenarios (such as 120FPS+ gaming), very old hardware ( Single Core CPU's ), or very old TDM versions ( older than 2.07).

Lightgem interleaved calculation

By default lightgem calculation occurs every frame. You can set lightgem calculation to happen only once
per several frames by setting tdm_lg_interleave console parameter to values higher than 1.
For example, typing:

tdm_lg_interleave 3

in console tells TDM to recalculate lightgem value every third frame.

This tweak can increase average FPS, but it often produces noticeable stuttering, especially on slow machines when your FPS is below 25 to 30FPS.


Lightgem interleave minimum FPS ( New in 2.05)

In TDM 2.05 there is a new tdm_lg_interleave_min cvar that allows you to set a cutoff point for FPS below which the Lightgem Interleave optimization takes effect.
It is set to 40 by default. If your FPS goes below 40 then tdm_lg_interleave returns to the default value of 1 internally to prevent stutter.
Depending on your sensitivity you may wish to increase this to 50 or more.


tdm_lg_interleave_min 40


As the cost of lightgem calculation is (also) substantially lower in v2.05 and newer, you may be able to set this to 1 for most missions.

In testing, the only mission I found that suffered from "tdm_lg_interleave ( > 1) stuttering" was "Penny Dreadful 3: Erasing the Trail".
For that mission, I set tdm_lg_interleave_min to 50 to cure the stutter.
This setting can also be used to boost already high FPS values for the new unbounded FPS options ( com_FixeTic 1 ).
(eg. If you have 90FPS set tdm_lg_interleave to 7 and tdm_lg_interleave_min to 75 to attempt a push towards 120FPS)

In 2.06 with the lightgem calculated on a different thread, this can likely stay at 1 regardless of how low the FPS gets.

Weak Lightgem (Not Recommended)

Setting:


seta tdm_lg_weak "1" 

in Darkmod.cfg will disable the renderer based lightgem and use a simpler math-based solution.
It's a far less accurate lightgem but may allow weaker systems to play the game as a last resort.


Disabling standard graphics features

At the cost of some pretty severe scene quality, you can disable a number of independent graphic features

that are non-essential to play.

Texture Based Tweaks

These changes reduce or remove texture data to improve performance on GPU's with low VRAM or low memory bandwidth

Image downsizing

TDM can automatically reduce texture resolution for all 3 supported texture types; diffuse,
normal (bump), and specular. Systems with very low quantities of VRAM or low memory bandwidth benefit from this change.

In Darkmod.cfg, set image_downSize to 1 and then set a limit with image_downSizeLimit, e.g., "image_downSizeLimit" "256".


seta image_downSize "1"
seta image_downSizeLimit "256"

This reduces texture memory requirements and may completely alleviate hard drive thrashing. There are similar cvars for bump and specular maps as well.

Example: Downsize Normal Maps


seta image_downSizeBump "1"
seta image_downSizeBumpLimit "256"

Example: Downsize Specular maps


seta image_downSizeSpecular "1"
seta image_downSizeSpecularLimit "64"

Image Downsizing verses Lower Resolution


Higher resolutions require larger frame buffers thus more VRAM, likewise higher resolution textures also consume VRAM
This leads to the an interesting decision on visual tradeoffs.

When you lower the resolution substantially, the overall visuals of the scene are roughly preserved in general way
but the scene becomes sort of impressionistic, filled with artifacts, and somewhat hard to read

When you instead lower texture resolution to the extreme, the scene remains sharp but takes on a more stylized \ cartoon aspect
because all these high fidelity 3D objects are coated in blurry images. It makes TDM look like a beefed-up Nintendo 64 game.
If you set image filtering to Nearest mode, TDM instead looks like a strange offset of Minecraft

In this case, there is no objective winner.

Some people actually prefer the low-texture options to the native presentation due to the interesting style or nostalgic appearance.
Whereas others will consider the extreme style variance to violate the immersion of the scene and would prefer to suffer with less
scene fidelity for the sake of cohesion.


Thread:

https://forums.thedarkmod.com/index.php?/topic/19498-image_downsize-in-206/



Disable Specular Maps

Specular gives materials their shine. This option will make all surfaces shine-free.

Note: This may not work with the Enhanced Ambient


seta r_skipSpecular "1"

in Darkmod.cfg

Disable Normal Maps

The main detail attribute for textures in Doom 3 \ Darkmod is the Normal Map.

If you disable this your game will become really ugly.


seta r_skipBump "1"

in Darkmod.cfg

Disable all Ambient Surfaces

Related to skipping particles, r_skipAmbient will get rid of any non-lit* particles
(*most particles are additive blends and don't react to light)
along with any other surfaces that don't change based on illumination (most decals, additive glowing windows, etc.).


seta r_skipAmbient "1"

in Darkmod.cfg

Light and Fog tweaks

These tweaks reduce or eliminate the impact of fogs and volumetric light effects which are often heavier than normal lights.

Disable Volumetric Lights (New in v2.11)

Volumetric lights force shadow map rendering for their light radius ( per light ).
If you have a GPU with low VRAM or poor VRAM bandwidth ( less than 128-bit bus, integrated graphics, etc),
it may be worthwhile to disable them or reduce your default shadow map resolution ( r_shadowMapSize ).

To disable volumetrics entirely, set:


seta r_volumetricEnable "0"

in Darkmod.cfg

Disable Volumetric Shadows

Volumetric Lights force expensive Shadow Maps in Stencil Mode. You can disable that via


seta r_volumetricForceShadowMaps "0"

in Darkmod.cfg

Lower Volumetric Samples

The more samples the smoother the volumetric lights at the cost of lots of performance.
Try lowering the samples. Also try changing the r_volumetricBlur and r_volumetricDither values.


seta r_volumetricSamples "16"

in Darkmod.cfg

Disable BlendLights


seta r_skipBlendLights "1" 

in Darkmod.cfg

Disable Fog


seta r_skipFogLights "2" 

in Darkmod.cfg

As of 2.08 and newer there are several modes of fog disable behavior. Mode 1 only disables it for opaque objects (etc)

Particle Tweaks

Particles mostly impact CPU performance but can impact the GPU due to lots of alpha operations and overdraw

Disable Soft Particles ( New in 2.03 )

The new Soft Particle effects in v2.03 and newer use a little more GPU than the previous particles.

This is offset by the fact that v2.03 and higher don't render particles during the lightgem calculation.

Still, if you want an extra boost then set:


seta r_useSoftParticles "0"

in Darkmod.cfg

Disable Particles

This will seriously mar your image quality. Flames, glares, and smoke will all be gone.


seta r_skipParticles "1"

in Darkmod.cfg .

Entity Shadow Tweaks

Disable Player Shadow

The player shadow slightly reduces performance. It has no game effect at all (not seen by AI for instance) apart from atmospheric effect so if you want to disable it enter in the console:

g_showplayershadow 0

Or, in Darkmod.cfg (see above) change the following line from "1" to "0":

seta g_showplayershadow "0"

This is the default setting as of TDM 1.02 and newer.

Disable Player Lantern Shadow

You may notice a drop in performance while using the player lantern.

Add "noshadows" "1" to entitydef light_lantern_moving in tdm_playertools_lantern.def and this stops the player lantern casting shadows.
This helps improve performance slightly when using the lantern.

Disable Sky

(New in v2.05) Pitch black sky with no clouds, Moon, or stars


seta g_enablePortalSky "0"

in Darkmod.cfg

Disable Lip Sync

AI will not play lipsync animations


seta tdm_ai_opt_nolipsync "1"

in Darkmod.cfg

OBSOLETE Drop in Frame Rates when Viewing Water

Some players have reported a drastic drop in performance when an agitated water surface is in view. (This on a Radeon card.)
Try entering this in the console. It disables the water visible surface effects but at least it might let you play normally...


 seta r_skipPostProcess "1"

or


seta r_postprocess "0"


seta r_bloom "0"

You can also set a key-bind to toggle this instead:


bind "z" "toggle r_bloom 0 1"

See Toggle Settings in Realtime

See also Underwater performance poor

TDM 2.12 has improved underwater performance. It no longer uses the postprocess pipeline.

Experimental Features

These settings may offer some performance benefits with caveats \ bugs.

Shadow Map Cull Front

The default shadow map mode calculates shadows for both polygons that are on the side facing
the light (front) and the side facing away from the light (back).
This mode improves performance by only calculating the back side shadows.
This mode is almost production ready. It actually fixes or improves some visuals that the default mode produces
but it has some glaring artifacts such as light leaks where surfaces meet in corner areas.
In most missions, you will not be able to tell the difference other than the improved performance


seta r_shadowMapCullFront "1"

Alpha Tested Shadow Maps ( New 2.12 )

Shadow Maps can cast shadows through transparent parts of textures. This is not currently possible with stencil shadows.
To enable this feature:


seta r_shadowMapsAlphaTested "1"

in Darkmod.cfg


Note: Be advised that this consumes more performance so if this is enabled then consider disabling it if you are struggling with performance

OBSOLETE Single Pass Light Rendering ( 2.09 )


THIS OPTION DOES NOT WORK IN 2.11

Similar to modern "Forward+" rendering, all lights and shadows are calculated beforehand and rendered in one pass.


seta r_shadowMapSinglePass "2"

in Darkmod.cfg

You have probably noticed that this uses the same CVAR that single pass shadows uses.
Single Pass lighting requires Single Pass shadows.

This mode (2) does not seem to improve FPS for some Nvidia hardware.
This is probably because of the Nvidia's tiling (deferred rendering) hardware optimizations.

Use BFG style Portal Culling (new in v2.06)

If you have a system that works well with Multi-Core ( com_smp 1) then you may consider enabling r_useAnonReclaimer to reduce cache thrashing.

2.07 and newer


seta r_useAnonReclaimer "1" 

2.06


seta r_useBfgPortalCulling "1"

in Darkmod.cfg



Skip Dynamic Shadows

Only render shadows from Stationary lights. This will break missions where players might need to hide in a moving shadow.


seta r_skipDynamicShadows "1"

Lower Sound Quality

Force 22khz

2.06: Do not use this optimization. It is known to cause issues with loading missions on some OpenAL hardware:
http://bugs.thedarkmod.com/view.php?id=4814

(This is fixed in 2.07)

You can force 22khz audio processing to reduce the CPU overhead of audio processing.

Obviously, EAX effects will increase CPU load for audio so you should consider disabling

those before lowering audio quality. If normal audio plays fine but EAX causes performace,

this change might give you a boost while EAX is enabled.


seta s_force22kHz "1"

Disable EFX reverb (new 2.06)

The new EFX audio option (equivalent to EAX) has some impact on mission performance, due to additional reverb calculation by the CPU.
Disable this option for extra performance. Especially if you get big stutter or lockup events opening doors from indoor to outdoor areas.
This option, disabled by default, is toggled with the main menu's "Audio/OpenAL EFX".

Turning on this option makes no performance or audio difference if the mapper didn't include an EFX file. For more about that, see Setting Reverb Data of Rooms (EAX).

Gameplay Performance Tips

If you have done everything else you can and performance is still poor then one or two things you might do in game to help:

  • Revert to 2.03 Search behavior
 
seta tdm_ai_search_type "1"
The new AI "hiding spot" routines in 2.04 (and newer) are more CPU intensive than 2.03's search method

  • Close all doors after you have passed through. Generally the game has to process both areas until you close the door if the doorway is still in sight.
  • Kill or KO every AI you can. You might not like to play that way but generally, AI still hog resources even out of sight (depending on how set up in the game.)
  • Avoid alerts. A dozen guards searching for you will really slow things down on a low-end machine.
  • Try to look down at the ground when moving along. Gazing up at a grand vista will slow you down. Best to do your gazing while standing still.

Configuration Based Issues

A few configuration changes that players apply for performance benefit can cause unexpected problems.

A Warning about cm_backFaceCull

Some users have reported AI pathfinding and tread-milling issues with this enabled. While this can be the fault of poor map design or monsterclip placement,
one thing that can cause this is the performance cvar:


seta cm_backFaceCull "1"

This cvar does improve performance but it is not worth the hassle in most cases.
We recommend disabling it (cm_backFaceCull "0" ) unless you know the mission you're playing has been tested with it enabled.

Blurry Briefing and Menu Screens

  • Obsolete info. This is fixed in TDM 2.05 (and later.)

If you get blurry briefing and menu screens then in Darkmod.cfg make sure you do NOT have image_downSize 0.

Instead set it to 1. But see also Image Downsizing as there is a patch available to allow

image_downsize without making menus blurry.

Related FXAA

( 2.07+ )

If you disable in-game AA in favor of FXAA in your driver settings, text will be a little blurrier. This is a known problem with FXAA in general.

See also

| Tweakguides Doom 3

See also the FAQ.