Performance Tweaks: Difference between revisions

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{{important|headline=For Players|text=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''' ==


* 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.
* '''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 '''[[#Mission_Updates|too taxing]]'''.
<br><br>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.
<br><br>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.
<br>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.
<br>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.
<br>Current Intel integrated GPU's have better performance than the Geforce 8800 that was a very high-end card in 2009.
<br>Current Intel integrated GPU's have better performance than the Geforce 8800 that was a very high-end card in 2009.
<br>See [[Performance_Tweaks#Hardware_Considerations|Hardware Considerations]] for additional details.
<br>'''See [[#Hardware_Considerations|Hardware Considerations]] for additional details.'''
<br><br>Note: Older TDM versions ( 2.07 and older ) were able to run on OpenGL 2.0 or earlier hardware. If you cannot run the latest TDM versions, try an older release.
<br>( Your hardware will still need to be able to run Doom 3 regardless of which TDM version you try. )
<br><br>Note: Low-power mobile chips are known to throttle under heavy load, especially when using integrated graphics.
<br><br>Note: Low-power mobile chips are known to throttle under heavy load, especially when using integrated graphics.
<br><br>
<br><br>
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</font>
</font>


Most of the changes demonstrated in this article are via "Console variables" [[Cvars_in_The_Dark_Mod|CVARS]].
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
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.
is what is used by Darkmod.cfg.
Note: With the exception of '''[[#Reduce_your_resolution!|Screen Resolution]]''' and '''[[#Image_downsizing|Image Downsize]]''', most settings can be changed in realtime in the console or via a '''[[Bindings_and_User_Settings|key bind]]''' in DarkmodKeybind.cfg.
<br> (Also, '''[[Performance_Tweaks#Lower_your_Render_Scale_(New_2.07)|"Render Scale"]]''' can be changed in realtime and is preferred to Screen Resolution anyway)


<pre>
<pre>


seta r_softShadowsRadius "2"
seta something "value"


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


=== Temporary Testing ===
=== Temporary Testing ===
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</pre>
</pre>
<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>
NEW: As of TDM 2.07, almost all conventional settings can be altered without restarting the engine!


{{clear}}
{{clear}}
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=== Toggle settings in realtime ===
=== Toggle settings in realtime ===


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, you could '''[[Bindings_and_User_Settings|bind]]''' both shadow maps and soft shadows to the Z key to enable and disable them both by pressing that key
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>


bind "z" "toggle r_postprocess 0 1; toggle tdm_interaction_vfp_type 0 1"
bind "z" "toggle r_shadows 1 2; toggle r_softShadowsQuality 0 15; shadowimplchanged"


</pre>
</pre>


in Darkmod.cfg
in DarkmodKeybind.cfg
<br><br>( shadowimplchanged is needed when changing '''[[#Change_Shadow_Mode_(New_2.07)|shadow modes]]''' )


{{clear}}
{{clear}}
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When TDM was a Doom 3 mod, you could add a DoomConfig.cfg file to specific missions under doom3/darkmod/fms/mission_name
When TDM was a Doom 3 mod, you could add a DoomConfig.cfg file to specific missions under doom3/darkmod/fms/mission_name
<br>This allowed you customize settings on a per mission basis
<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
<br>In TDM 2.12 a new config file called mission.cfg was created that allows mission authors to make fleeting setting changes to dynamic cvars
<br>You can use this file to replicate the old per mission concept
<br>You can use this file to replicate the old per mission concept


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


=== Launch Options ===
=== Launch Options ===
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<pre>
<pre>


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


</pre>
</pre>
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* {{LMB}} Click Apply
* {{LMB}} Click Apply


See also [[#Set_TheDarkMod_to_High_Priority|Set TheDarkMod to High Priority]]
See also '''[[#Set_TheDarkMod_to_High_Priority|Set TheDarkMod to High Priority]]'''


{{Clear}}
{{Clear}}
<br>
<br>
<font size="4">


== '''Evaluation and Diagnostics''' ==
== '''Evaluation and Diagnostics''' ==
</font>
The following options offer basic quick tools to examine performance.
<br>See '''[[Profiling|Profiling]]''' and '''[[Tracy:_timeline_profiler|Tracy Profiler]]''' for advanced (developer level) performance evaluation


=== Show FPS ===
=== Show FPS ===
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</pre>
</pre>
=== Killmonsters ===
<br>You can roughly estimate the impact of AI by navigating to an area or room where no AI are visible, then invoking "killmonsters" in the console
<br>If the FPS jumps up dramatically, your performance issues may be mostly related to AI think cycles on the CPU
<br><br>If so, try TDM config changes that can '''<u>reduce CPU usage</u>''' such as '''[[#Change_Shadow_Mode_(New_2.07)|"Shadow maps mode"]]''', '''[[#Lightgem_Calculation_Optimizations|"Lightgem interleave"]]''', '''[[#Lower_Sound_Quality|"Disable EFX"]]''', '''[[#Revert_to_2.03_AI_Search_behavior|"2.03 Search Behavior"]]''',
<br>'''[[#Disable_Lip_Sync|"Disable Lip Sync"]]''', and '''[[#Particle_Tweaks|"Skip Particles"]]'''
<br><br>( Make sure '''[[#Enable_Multi-Core_(new_in_v2.06)|Multi-core]]''' , '''[[#Frontend_Acceleration_(new_in_v2.09+)|Frontend acceleration]]''' and '''[[#Uncap_FPS_(New_in_v2.06)|Uncapped FPS]]''' are enabled and ensure your '''[[#Optimizing_the_OS_performance|OS is optimized]]''' too )
=== No Shadows ===
<br>If you disable shadows and there is no performance change (especially if you also '''[[#Killmonsters|killmonsters]]''' ), this can indicate something more complex is impacting performance.
<br>While shadows are off, try lowering and raising individual quality settings and see whether any have dramatically different performance impact.
<br>If not, raise the issue with mission author in the original mission thread
<pre>
r_shadows 0
</pre>
{{clear}}
<br>


<font size="4">
<font size="4">
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If you run tdm_installer to upgrade TDM, it offers you the option to Restore Darkmod.cfg.
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>When you do this, you may be reverting newer '''[[#The_game_is_very_slow!|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><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>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><br>Newer TDM versions keep your keybindings and controller settings in a separate file ( DarkmodKeybind.cfg ) so you will just need to change  
<br>so you will just need to change resolution, brightness \ gamma, and other graphic quality settings  
<br>resolution, brightness \ gamma, and other graphic quality settings in addition to game-play difficulty settings.
<br>in addition to game-play difficulty settings.
{{clear}}
<br>
<font size="4">


<font size="4">
== '''Mission Updates''' ==
== '''Mission Updates''' ==
</font>
</font>
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<br>We recommend checking the Mission Downloader for updates to your existing missions ( denoted with an asterisk )  
<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>Note: '''Savegames''' do not work between different mission versions.
<br><br>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 '''[[#Known_Low_Requirement_Missions|less demanding missions]]'''


=== Known Taxing Missions ===
=== Known Taxing Missions ===


TDM performance can vary wildly depending on what any specific mission author has done to design their mission.
The following are a few missions that are known to challenge low-end hardware configurations
<br>The following are a few missions that are known to challenge low-end hardware configurations
<br><br>
<br>


* Scroll of Remembrance
* Scroll of Remembrance
Line 197: Line 228:
* The Rats Triumphant
* The Rats Triumphant
* Rightful Property
* Rightful Property
* A Bridge Too Far
<br>
=== Known Low Requirement Missions ===
Conversely, here are a few missions that should run well on low-end hardware ( in addition to the included "official" missions )
<br><br>
* Closemouthed Shadows
* The Outpost
* The Parcel
* Special Delivery
* The Thieves
* Thief's Den 1
* The Golden Skull
* Langhorne Lodge
* Coercion
* The Bakery Job
* Deadeye
* A Night Of Loot: One Man's Treasure
* Down and Out on Newford Road
* A Matter of Hours
* Sir Talbot's Collatoral
<br>
=== Missions that require 64-bit ===


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


* The Painter's Wife
* The Painter's Wife
* Penny Dreadful 3: Erasing the Trail
* Penny Dreadful 3: Erasing the Trail
* Shadows of Northdale ACT 1
<br>( Note: You may be able to use '''[[#Image_downsizing|image_downSize cvars]]''' to lower resources to load these missions on 32-bit Windows. )
<br>( Note: 32-bit TDM is <u>unsupported</u> as of '''[[What's_new_in_TDM_2.10|TDM 2.10]]'''. We still provide binaries but no assurance that they will work with all missions and OS versions. )


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


== '''Hardware Considerations''' ==
== '''Optimizing the OS performance'''==
</font>
</font>


If you can correct hardware deficiencies you may not need to perform as many tweaks or setting changes.
Historically, TDM had significantly better performance on Windows because Doom 3 had no SIMD optimizations under Linux.
<br>Sometimes it is as simple as a Driver or BIOS update. Other times, you may need to consider updating hardware.
<br>As of 2.06 (and newer) TDM has both SSE SIMD and AVX optimizations under both Windows and Linux
<br>so TDM can now run faster under Linux due to less OS overhead.
<br><br>Unfortunately, the default "capped FPS mode" has never worked well under Linux (even in vanilla Doom 3) so out-of-box Linux still performs worse.
<font size="3">
<br>'''Hence we advise switching to [[Performance_Tweaks#Uncap_FPS_(New_in_v2.06) | uncapped mode]] under Linux.'''
</font>
<br><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




<font size="4">
=== Drivers ===


=== '''Driver Considerations''' ===
Ensure that all hardware drivers are installed and up-to-date. See '''[[#Hardware_Considerations|"Hardware considerations"]]''' and '''[[#Linux_UEFI_Secure_Boot|"Linux Secure Boot"]]''' for further details.
</font>
----
''(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''
=== All OS Variants: File Permissions ===


''compiled by the community to attend to erroneous behaviors or poor performance.''
Make sure your darkmod folder is located in a non-protected location.


''As of TDM 2.06 and newer The Dark Mod uses OpenGL 3.x so many of these suggestions are no longer applicable.''
On Windows, "Program Files" is protected and will cause problems saving any settings or installing Fan Missions.


''That said, even OpenGL 3.2 (current requirement) is an old standard so some newer workarounds may be needed.''
On Linux, you should consider creating your darkmod directory under your /home/<username>/ folder to avoid permission issues.


=== Stop running programs in the background ===
Programs running in the background might either eat up memory that is needed for <s>Doom 3</s> The Dark Mod,
<br>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.


{{clear}}
{{clear}}


==== Intel ( new 2.09 ) ====
=== Ensure that Programs are the main priority in the OS ===


Some Intel drivers do not perform well with persistent mapping enabled.
To begin the process, type sysdm.cpl in Run box ({{key|Windows}} + {{key|R}}) and hit {{key|Enter}} to open the System Properties.  
<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>
Select the Advanced tab and under Performance, {{LMB}} click on Settings.


r_gpuBufferNonpersistentUpdateMode "1"
In the Performance Options box, select the Advanced Tab again.


r_usePersistentMapping 0
You will see a section Processor Scheduling


</pre>
Choose "Programs" then {{LMB}} click Apply.


{{clear}}


==== (AMD\ATI) Disable Catalyst AI ====
<font size="3">


2018: The latest Radeon Crimson and Adrenalin Drivers:
=== Disable Desktop Effects ===
</font>


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


[[FAQ#Disable_Catalyst_AI_in_recent_AMD_ATI_drivers|Disable Catalyst AI in recent AMD Drivers]]
To begin the process, type sysdm.cpl in Run box ({{key|Windows}} + {{key|R}}) and hit {{key|Enter}} to open the System Properties.


==== (AMD\ATI) Rename the executable ====
Select the Advanced tab and under Performance, {{LMB}} click on Settings.


Most modern drivers have built-in profiles for the executable names of commercial games.
In the Performance Options box, select the Visual Effects tab.


Renaming TheDarkMod.exe to the name of a commercial OpenGL game may gain you some optimizations
Check "Adjust for Best Performance" then click Apply.


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


Known working renames:
<font size="4">


DarkAthena.exe (thus far the most consistent improvement)
=== '''White-list TheDarkMod.exe in Security Software''' ===
</font>


Doom3BFG.exe
Make sure that Windows Defender or Anti-Virus, Anti-Spyware, etc aren't constantly scanning or interacting


Wolf2MP.exe
with TheDarkMod.exe. Add it to your security white-list.


Amnesia.exe
==== Windows 10 Granular Security Options ====


Brink.exe
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.


Prey.exe
Please review:


==== (Nvidia) Optimus Laptop wont use your Nvidia GPU ====
https://learn.microsoft.com/en-us/microsoft-365/security/defender-endpoint/exploit-protection-reference?view=o365-worldwide


See also: [https://nvidia.custhelp.com/app/answers/detail/a_id/2615/~/how-do-i-customize-optimus-profiles-and-settings%3F]
and disable the security options you feel are excessive.


Many Laptops now have the ability to use the GPU that is built into the CPU when not "gaming".
==== Disable TDM Connectivity ====
<br>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.
If you decide to bypass / safelist TDM in security software, you can mitigate risks posed by TDM's network connection by setting:


* Right click {{RMB}} anywhere on your desktop where no icon is shown
<pre>
* 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]]
seta tdm_allow_http_access "0"
<br><br><br><br>


{{clear}}
</pre>


==== (Nvidia) Disable the Streamer Service ====
in Darkmod.cfg to block connectivity.


Open your run dialog ({{key|Windows}} + {{key|R}}) or command prompt and type services.msc
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. Unless you know that your TDM executable was at risk for being replaced by a malicious version,
<br>leaving connectivity open on it "while safelisted" is very low risk. You can further mitigate the risk by '''[[#Compile_Darkmod_for_your_own_Hardware|compiling your own executable]]'''.


On the Extended Tab locate "Nvidia Streamer Network Service"
{{clear}}
<br>


{{RMB}} Right-click it and choose "Stop"
<font size="5">


Once the service is stopped, {{RMB}} right click it again and choose Properties
=== '''Priority and Affinity (Advanced)''' ===
</font>
----


On the General Tab set Startup Type = Disabled then {{LMB}} click Apply.
<br>The following sub-section is a deep dive into forcing your Operating System to treat TDM as the '''most important application'''.
<br><br>A well behaved and maintained OS generally will not need to be configured like this so please consider these options
<br>to be an extreme last resort to ensure that no OS performance factors are slowing down TDM
<br>Before applying any of these changes, ensure that you have tuned other '''[[#Killmonsters|CPU related settings]]''' in TDM
<br><br>


Do the same for "Nvidia Streamer Service"
<font size="4">
==== Windows Priority and Affinity ====
</font>
----
Note: As of The Dark Mod 2.08 Frontend Acceleration, defaults to 2 threads. When configuring affinity you should
<br>ensure that at least 2 cores ( preferably 3 ) are allocated to TDM. If you increase the jobs_numThreads value
<br>you should correspondingly increase the number of cores available in process affinity.


Do the same for "Nvidia Telemetry" service(s).
===== Set TheDarkMod to High Priority =====


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


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


* {{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


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


''You can also perform these steps for any services that you know can be manually started
* {{RMB}} Right-click your Desktop shortcut to TheDarkMod and select Properties
* On the Shortcut Tab enter the following into the "Target:" field


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


</pre>


(Assuming you installed into C:\darkmod)


'''NEW INFO:'''
* Then {{LMB}} click the Change Icon button and browse for the Darkmod.ico icon in your darkmod install path
* {{LMB}} Click Apply
 
===== Set TheDarkMod Affinity =====


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


{{clear}}
* Launch TheDarkMod
* {{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.)''


* {{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


As with Priority you can set Affinity in your shortcut.


{{clear}}
Example Target:


==== (Nvidia) Disable Threaded Optimizations ====
<pre>


Open Nvidia Control Panel ->
cmd.exe /c start "TheDarkMod" /affinity 1 "C:\darkmod\TheDarkMod.exe"


Manage 3D Settings ->
</pre>


Bottom half of list locate "Threaded Optimization" <-- Set to NO / Off
The affinity number is not matched to the number in your performance screen.
<br>For example "Core 0" in Task Manager is affinity 1.
<br>The values are in Hex but are converted from binary where 1 represents an active core and 0 is disabled.
<br>They are in a descending order.


Also set "Multi-display/Mixed GPU acceleration" to "Single display performance mode"
For example: Binary 1110 means Core 3, 2, and 1 are enabled while Core 0 is disabled.
<br>Converting from Binary to Hex gives you /affinty E. This is a useful config if the majority
<br>of your processes are running on Core 0. FE for an 8 core chip would accomplish the same result.


This can also reduce or eliminate driver crashes or rendering anomalies.
Another useful option is 0101 /affinity 5 which will select core 0 and 2 which are "real" cores
<br>in a Hyperthreading environment.


<font size="3">
* Core 0 is 1
* 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>
* 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


==== Lower in-driver quality settings ====
Again, the core number does not exclude hyperthread cores so if you have an 8 Core \ 16 thread CPU
<br>you must count all real and hyperthread virtual cores when setting affinity.


AMD, Nvidia, and Intel all give users the option to lower texture quality and
===== Windows Combined Example =====


also have various quality "optimization" levels for texture LOD Bias and Anisotropy (Filtering).
You can include both priority and affinity switches in your shortcut


==== Try different driver versions ====
<pre>


Sometimes updating to the latest driver version or reverting to an older version
C:\Windows\System32\cmd.exe /c start "TheDarkMod" /High /affinity 5 "C:\darkmod\TheDarkMod.exe" +set r_softShadowsRadius 2.5 +r_useEntityCulling 1


will improve performance. Try a few revisions or ask about known good driver versions.
</pre>


This applies to both GPU drivers and "Motherboard Chipset Drivers".  
Start TheDarkMod with high priority on Cores 0 and 2 (real cores) and add two '''launch cvars''' ( See [[#Conventions|Conventions]]).


See also [[#Upgrade_your_BIOS|Upgrade your BIOS]]
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).


===== Process Management Note =====


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


Sometimes bugs or unintended specification limits in the BIOS on an older motherboard will prevent it from
''Moving these low priority processes to a different core via affinity is also an option.''
allowing the CPU or GPU to meet their potential.  


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


=== Compile Darkmod for your own Hardware ===
''If you are unsure what a process does, do not change it until you've researched the process.''


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


=== OBSOLETE Configure Video RAM ===
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.


Change:
===== Linux Priority =====


<pre>
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.


seta com_videoRam "128"  
You can launch TDM with a very high priority via the "nice" command:


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


to the appropriate value (in MB) for your GPU in Darkmod.cfg
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
Eg. A 2GB video card would have 2048 there.
<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>
<pre>
nice -10 /home/user/darkmod/thedarkmod.x64
</pre>


seta com_videoRam "2048"  
You can also change the priority of TDM while it is running via "renice" and "pidof"  


<pre>
renice -n --18 -p $(pidof thedarkmod.x64)
</pre>
</pre>


{{clear}}
===== Linux Affinity =====


=== Last resort: Upgrade your hardware ===
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.


<br>This whole wiki is meant to assist players with making TDM run as best as possible on their current hardware.
You can identify cores and whether the cores are hyperthread ( HT ) cores via:
<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


<br>Modern games need a lot of computing power, and while you don't need the absolutely newest hardware to play them,
lscpu -e
<br>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.
Example:
* 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.


<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.
    CPU NODE SOCKET CORE L1d:L1i:L2:L3 ONLINE MAXMHZ    MINMHZ
{{clear}}
    0  0    0      0    0:0:0:0      yes    4100.0000 400.0000
<br><br>
    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


<font size="5">
The CPU number above is what the OS recognizes when using affinity commands, the core number is actual core number.
<br>So in the above results, CPU's 4 to 7 are hyperthreading cores whereas cores 0 to 3 are real cores.


== '''Optimizing the OS performance'''==
To pin TDM to specific cores, you can change the launch options to:
</font>


Historically, TDM had significantly better performance on Windows because Doom 3 had no SIMD optimizations under Linux.
<pre>
<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.
taskset -c 1,2,3 /path/to/thedarkmod.x64
<br>Unfortunately, the default "capped FPS mode" has never worked well under Linux so out-of-box Linux still performs worse.
</pre>
<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


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)
<br>or even mix both syntax forms ( 1-3,6 ).


=== All OS Variants: File Permissions ===
You can also change the core of a running TDM instance by using pidof to auto-locate the PID of the running process:


Make sure your darkmod folder is located in a non-protected location.
<pre>
taskset -cp 1,2,3 $(pidof thedarkmod.x64)
</pre>


On Windows, "Program Files" is protected and will cause problems saving any settings or installing Fan Missions.
More advanced users may wish to "cpuset" to create a new logical group of cores and caches (etc) then assign TDM
<br>to run under the new CPU Set


On Linux, you should consider creating your darkmod directory under your /home/<username>/ folder to avoid permission issues.
And (of course) you can instead use taskset to move other non-critical processes to other cores or HT cores.


=== Linux UEFI Secure Boot ===
===== Linux Combined Example =====


With Secure Boot enabled in the BIOS, some Linux distros will fallback to (slow) open drivers and wont have access to most hardware features.
NOTE: Some modern Linux distros that use pipewire audio will not render audio if
<br>If your Linux distro doesn't offer "Signed Kernels" and "Signed Drivers" disabling UEFI may be the only way to have acceptable performance
the initial command that invokes the application is run as root or sudo. I am currently investigating a workaround.
<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 ===
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


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.
<pre>


This can cause either general slowdowns or ''hickups'' during game play.
%sudo ALL = ( ALL ) NOPASSWD: /usr/bin/schedtool,/usr/bin/nice


{{clear}}
</pre>


=== Ensure that Programs are the main priority in the OS ===
Then simply edit the "command field" for the properties page of your Darkmod launcher icon as follows:


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


Select the Advanced tab and under Performance, {{LMB}} click on Settings.  
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 Performance Options box, select the Advanced Tab again.
</pre>


You will see a section Processor Scheduling
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


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


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


<font size="3">
== '''Optimizing Dark Mod settings''' ==
=== White-list TheDarkMod.exe in Security Software ===
</font>
</font>


Make sure that Windows Defender or Anti-Virus, Anti-Spyware, etc aren't constantly scanning or interacting
''The settings changes below generally can be changed independently of one another.''


with TheDarkMod.exe. Add it to your security white-list.
''This means that if your want better settings in one aspect (such as AA) you can''


==== Windows 10 Granular Security Options ====
''try reducing quality or disabling another aspect (such as soft-shadows, ambient occlusion, v-sync, etc)''


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:
<font size="4">


https://learn.microsoft.com/en-us/microsoft-365/security/defender-endpoint/exploit-protection-reference?view=o365-worldwide
=== '''Reduce your resolution!''' ===
 
</font>
and disable the security options you feel are excessive.
----
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.
<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>
 
<font size="2">
{{important|headline=Important!|text=<br><br>'''While the [[#Screen_Resolution|Screen Resolution]] sub-section is mostly applicable to legacy displays'''
<br><br>'''(CRT's), if TDM doesn't properly detect the [[Resolutions|Native Resolution]] of your modern display'''
<br>'''you will still need to configure it before adjusting the [[Performance_Tweaks#Lower_your_Render_Scale_(New_2.07)|Render Scale]]'''}}
</font>
{{clear}}
<br>
<font size="3">


==== Disable TDM Connectivity ====
==== Lower your Render Scale (New 2.07) ====
</font>


If you decide to bypass / safelist TDM in security software, you can mitigate risks posed by TDM's network connection by setting:
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 '''[[#Screen_Resolution|Screen Resolution]]''' and is the '''preferred way to improve performance via resolution change'''
<br>One additional benefit is that lowering Render Scale '''does not impact Menu and HUD / GUI resolution''' so you can set it much lower than screen resolution


<pre>
<pre>


seta tdm_allow_http_access "0"
seta r_fboResolution "0.85"


</pre>
</pre>


in Darkmod.cfg to block connectivity.
Note: With the r_fboResolution CVAR, you can also do the '''opposite'''...
<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'''.


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
===== Image Sharpening (New 2.09) =====
<br>and copying them to your darkmod/fms folder


<font size="4">
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 (makes lower resolution textures less blurry).
<br>When paired with a lower Render Scale values it can substantially reduce the blur and '''make the screen look almost like full resolution!'''


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


(If you are willing to sacrifice you desktop visual behavior and effects for better TDM performance. Note: This can be reverted.)
seta r_postprocess_sharpen "1"
seta r_postprocess_sharpness "0.7"


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


Select the Advanced tab and under Performance, {{LMB}} click on Settings.
<font size="3">


In the Performance Options box, select the Visual Effects tab.
==== Screen Resolution ====
</font>


Check "Adjust for Best Performance" then click Apply.
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 previous 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.


{{clear}}
<br>If you cannot set the resolution you want in the video settings menu then enter it in Darkmod.cfg.<br>
<br>
<br>For the lowest possible resolutions, search down for these cvars first and replace them with the values shown:


<font size="5">
<pre>


=== '''Priority and Affinity (Advanced)''' ===
seta r_mode "-1"
</font>
seta r_customHeight "640"
----
seta r_customWidth "480"


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


<font size="4">
alternate for wide screen monitors:
==== Windows Priority and Affinity ====
</font>


Note: As of The Dark Mod 2.08 Frontend Acceleration, defaults to 2 threads. When configuring affinity you should
16:9 ratio
<br>ensure that at least 2 cores ( preferably 3 ) are allocated to TDM. If you increase the jobs_numThreads value
<br>you should correspondingly increase the number of cores available in process affinity.


===== Set TheDarkMod to High Priority =====
<pre>
seta r_mode "-1"
seta r_customwidth "1280"
seta r_customheight "720"
seta r_aspectratio "1"
</pre>


* Launch TheDarkMod
<font size="3">
'''See also: "[[Resolutions]]" (for a list of known configurations)'''
</font>


''(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.)''


* {{key|Alt}} + {{key|Enter}} to exit fullscreen
<font size="3">
* {{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


You can also edit your Desktop shortcut to start in High priority:
==== Lower Anti-aliasing ====
 
</font>
* {{RMB}} Right-click your Desktop shortcut to TheDarkMod and select Properties
 
* On the Shortcut Tab enter the following into the "Target:" field
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 overall 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


<pre>
<pre>


cmd.exe /c start "TheDarkMod" /High "C:\darkmod\TheDarkMod.exe"
seta r_multiSamples "0"  


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


(Assuming you installed into C:\darkmod)


* Then {{LMB}} click the Change Icon button and browse for the Darkmod.ico icon in your darkmod install path
Note: Nvidia's in driver FXAA anti-aliasing setting is substantially faster than the multi-samples settings
* {{LMB}} Click Apply
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).  


===== Set TheDarkMod Affinity =====
AMD has MLAA which may also work well in the same way.


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


* Launch TheDarkMod
----
* {{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.)''
<font size="4">


* {{key|Ctrl}} + {{key|Alt}} + {{key|Del}} to open your Task Manager
=== '''Run The Dark Mod in fullscreen''' ===
* Click the Performance Tab and look at the CPU display to see which cores are the least busy
</font>
* (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
Running Darkmod in windowed mode might be quite a bit slower than fullscreen mode.
* {{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.
One reason for this is that windowed mode is sometimes forced to V-sync. ( See '''[[#Disable V-sync | Disable V-sync]]''' )


Example Target:


<pre>
<pre>
seta r_fullscreen "1"
</pre>
in Darkmod.cfg


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


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


The affinity number is not matched to the number in your performance screen.
==== Fullscreen Windowed in Modern Windows Versions ====
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.
It has become widely recognized that v-sync is a source of input delay and forcing it for both Windowed and Fullscreen Windowed modes
Converting from Binary to Hex gives you /affinty E. This is a useful config if the majority
<br>is not optimal. The latest Windows versions no longer force v-sync on Fullscreen Windowed applications but if you encounter any issues
of your processes are running on Core 0. FE for an 8 core chip would accomplish the same result.
<br>or have an older Windows release you should be able to force it off via your driver application profile settings:


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


* Core 0 is 1
* Open Windows start menu and type: Nvidia control panel
* Core 1 is 2
* Click Manage 3D settings, on the left pan
* Core 2 is 4
* Under "I would like to use the following 3D settings" scroll down until you see "Vertical sync."
* Core 3 is 8
* Select Vertical sync choose "Force off" or " disable" ... from the drop down.
* 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
For AMD
you must count all real and hyperthread virtual cores when setting affinity.


===== Windows Combined Example =====
* 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.


You can include both priority and affinity switches in your shortcut
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. 


<pre>


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


</pre>
<font size="4">


Start TheDarkMod with high priority on Cores 0 and 2 (real cores) and add two '''launch cvars''' ( See [[#Conventions|Conventions]]).
=== '''Disable V-sync''' ===
</font>


As you can see, you can make a huge launch string but once you go past 2 or 3 cvars it's best to
Depending on your drivers and driver settings, Vsync will cap FPS to the closest available standard refresh rate.
<br>This means that if your FPS go below 60, TDM may be capped at the next standard value of 30FPS rather than
<br>rendering at 40FPS or higher which would feel smoother.
<br>Further, sometimes capping FPS will prevent TDM from recovering from a lower FPS in a timely manner.
<br>Unless you are extremely sensitive to screen-tearing, we advise that you disable vsync
<br><br>In the standard video settings, disable vsync


use Darkmod.cfg unless you wish to make multiple launchers for testing (etc).
<pre>
seta r_swapInterval "0"
</pre>


===== Process Management Note =====
in Darkmod.cfg<br><br><br>


''You can also either "End Task" on processes that you know you don't need or set them to "below normal" or "low" priority.''
<font size="3">New Info:


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


''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"''
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.<br><br>


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


<font size="4">
(Related to vsync)
==== Linux Priority and Affinity ====
</font>


Note: Linux generally does a good job of ensuring that other applications or processes are not impacting
Some newer video cards may not properly report the refresh rate to this engine (typically digital output like DVI, HDMI, or DisplayPort)
<br>game performance ( or really any foreground application performance ).
This can cause lag, stutter, and uneven frame pacing.
<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 =====
create an autoexec.cfg in your darkmod directory and set:


NOTE: Some modern Linux distros that use pipewire audio will not render audio if
<pre>
<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:
seta r_displayRefresh "60"


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


There are two dashes in the above command. The first dash just tells the command that we are passing a parameter,
(Obviously increase to match your available mode.)
<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!
<font size="4">
<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>
=== '''Uncap FPS (New in v2.06)'''===
nice -10 /home/user/darkmod/thedarkmod.x64
</font>
</pre>
Run one game tick per graphics frame, rather than fixed 60 ticks per second.


You can also change the priority of TDM while it is running via "renice" and "pidof"
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>
renice -n --18 -p $(pidof thedarkmod.x64)
</pre>


===== Linux Affinity =====
seta com_fixedTic "1"


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.
</pre>


You can identify cores and whether the cores are hyperthread ( HT ) cores via:
in Darkmod.cfg


lscpu -e
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.


Example:
{{clear}}
<br>
==== Max FPS (New in 2.08 ) ====


    CPU NODE SOCKET CORE L1d:L1i:L2:L3 ONLINE MAXMHZ    MINMHZ
In 2.08 you can define the max FPS via the Max FPS setting in the Advanced Video settings GUI menu.
    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.
<pre>
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:
seta com_maxFPS "90"


<pre>
taskset -c 1,2,3 /path/to/thedarkmod.x64
</pre>
</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
in Darkmod.cfg
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:
<font size="4">


<pre>
=== '''Enable Multi-Core (new in v2.06)''' ===
taskset -cp 1,2,3 $(pidof thedarkmod.x64)
</font>
</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
In 2.06 the engine splits the Frontend and Backend into separate threads if you enable the Experimental "Multi-Core" setting
<br>the new CPU Set
<br>in the Advanced Video settings GUI menu.


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


===== Linux Combined Example =====
seta com_smp "1"


NOTE: Some modern Linux distros that use pipewire audio will not render audio if
</pre>
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.  
in Darkmod.cfg
<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>
'''In 2.09 this is enabled by default. The setting is no longer in the GUI.'''


%sudo ALL = ( ALL ) NOPASSWD: /usr/bin/schedtool,/usr/bin/nice
==== 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.
<br>This is similar to how Doom 3 BFG handles this.
<br> Enable "Frontend Accelleration" in the Advanced Video settings GUI menu.
 
<pre>
 
seta r_useParallelAddModels "1"


</pre>
</pre>


Then simply edit the "command field" for the properties page of your Darkmod launcher icon as follows:
'''In TDM 2.11 this is enabled by default.'''
 
Also, you can increase the number of assigned cores:


<pre>
<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
seta jobs_numThreads "3"


</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 ).
'''( See the [[Performance_Tweaks#Priority_and_Affinity|Affinity section]] above regarding cpu core management in relation to these options. )'''
<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.
{{clear}}
<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>
<br>made sure to su ( switch user ) to run thedarkmod.x64 as "username" ( eg whatever your username is ).
<font size="4">
<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}}
=== '''Shadow Settings''' ===
----
</font>


<font size="5">
<font size="3">


== '''Optimizing Dark Mod settings''' ==
==== Change Shadow Mode (New 2.07) ====
</font>
</font>


''The settings changes below generally can be changed independently of one another.''
<br>In TDM 2.07+ we offer two different "Shadow Implementation" options in the Advanced Video Settings GUI.
<br>
 
* '''Maps''' (Shadow Maps)


''This means that if your want better settings in one aspect (such as AA) you can''
* '''Stencil''' (Stencil Shadow Volumes)


''try reducing quality or disabling another aspect (such as post-processing, image_downsize, v-sync, etc)''  
<br>( There is a 3rd mode '''[[#No_Shadows|"No Shadows"]]''' It's available via the console and can be used for troubleshooting.
<br>Some missions might be playable in this mode but will probably be very difficult with no shadows to hide in. )


<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 <u>weak CPU</u>''' 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 '''<u>weak GPU's</u>''' ( 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>


<font size="4">
seta r_shadows "2"


=== '''Reduce your resolution!''' ===
</pre>
</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.
Stencil mode:
<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>


<font size="3">
<pre>


==== Screen Resolution ====
seta r_shadows "1"
</font>


On modern LCD, OLED, or MicroLED displays we advise against changing native resolution unless you know that your monitor
</pre>
<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>
in Darkmod.cfg
<br>For the lowest possible resolutions, search down for these cvars first and replace them with the values shown:
<br><br>(If you change this via the console, also invoke shadowimplchanged or you may be missing some shadows)
<br><br>
<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_mode "-1"
seta r_softShadowsQuality = 0
seta r_customHeight "640"
seta r_customWidth "480"


</pre>
</pre>


alternate for wide screen monitors:
in Darkmod.cfg
 


16:9 ratio
In the advanced videos settings menu set the Shadow Softness slider to make shadows softer
without increasing the quality level


<pre>
<pre>
seta r_mode "-1"
 
seta r_customwidth "1280"
seta r_softShadowsRadius 2.0
seta r_customheight "720"
 
seta r_aspectratio "1"
</pre>
</pre>


<font size="3">
in Darkmod.cfg
'''See also: "[[Resolutions]]" (for a list of known configurations)'''
</font>


You can experiment with values between 1.5 and 3.5 or more.
<br>Another way to get blurrier shadows without cranking the quality is to use Shadow Maps and set a very low '''[[#Shadow_Map_Size|Shadow Map Size]]'''


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


==== Lower your Render Scale (New 2.07) ====
==== Single Pass Shadow Maps ====
</font>
</font>


The new "Render Scale" slider in 2.07 allows you to reduce the internal resolution that TDM will render to.  
Rather than calculating all shadows one-at-a-time, all shadow casting is calculated in one pass for every light in the scene.
<br>Lowering this has a similar performance impact as lowering your resolution and is the '''preferred way to improve performance via resolution change'''
<br>'''THIS CAN OFFER SUBSTANTIAL PERFORMANCE IMPROVEMENT'''
<br>One additional benefit is that lowering Render Scale does not impact Menu and HUD / GUI resolution


<pre>
<pre>


seta r_fboResolution "0.85"
seta "r_shadowMapSinglePass "1"


</pre>
</pre>


Note: With the r_fboResolution CVAR, you can also do the '''opposite'''...  
in Darkmod.cfg
<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'''.
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'''


===== Image Sharpening (New 2.09) =====
<font size="3">
==== Shadow Map Size ====
</font>


In 2.09 a new "Contrast Adaptive Sharpening" shader has been added and is enabled by default.
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>At the default Render Scale this simply improves the quality of textures.
<br>Conversely, smaller Shadow Map textures perform much better (use less resources).
<br>When paired with lower Render Scale values it can substantially reduce the blur and make the screen look almost like full resolution!
<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_postprocess_sharpen "1"
seta r_shadowMapSize "384"
seta r_postprocess_sharpness "0.7"


</pre>
</pre>


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 performance impact of '''[[#Disable_Volumetric_Lights_(New_in_v2.11)|Volumetric Lights]]''' because they always use Shadow Maps regardless of '''[[#Change_Shadow_Mode_(New_2.07)|Shadow Mode]]'''


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


==== Lower Anti-aliasing ====
==== Max Light Size ====
</font>
</font>


The Dark Mod ships with standard "Multi-Sample Anti-Aliasing" ( MSAA ). This can reduce or eliminate jagged pixelization on geometry edges
The larger the light, the more Shadow Map resolution you need (see '''[[#Shadow_Map_Size|Shadow Map Size]]''' ).
<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>There are some lights so large that Shadow Maps will never look good without insane texture sizes.
<br>at a multiple of it's native resolution ( depending on your setting; eg. 2x, 4x, 8x, 16x ).
<br>You can set a threshold to say if lights are bigger than X, use Stencil Shadows.
<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


<pre>
<pre>


seta r_multiSamples "0"  
seta r_maxShadowMapLight "1500"


</pre>
</pre>
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.
<br>
{{clear}}
<br>


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


=== '''Enable Multi-Core (new in v2.06)''' ===
=== '''Lower or Disable Ambient Occlusion (New in 2.08)''' ===
</font>
</font>


In 2.06 the engine splits the Frontend and Backend into separate threads if you
In the advanced video settings menu make sure that Ambient Occlusion is set to low or off.
enable the Experimental "Multi-Core" setting in the Advanced Video settings GUI menu.


<pre>
<pre>


seta com_smp "1"
seta r_ssao "1"


</pre>
</pre>


in Darkmod.cfg
or
 
'''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.
<br>This is similar to how Doom 3 BFG handles this.
<br> Enable "Frontend Accelleration" in the Advanced Video settings GUI menu.


<pre>
<pre>


seta r_useParallelAddModels "1"
seta r_ssao "0"


</pre>
</pre>


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


Also, you can increase the number of assigned cores:
You can widen the SSAO radius to improve the appearance or shrink it to improve performance


<pre>
<pre>


seta jobs_numThreads "3"
seta r_ssao_radius "24"


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


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


=== '''Uncap FPS (New in v2.06)'''===
=== '''Reduce Color Depth (New in 2.08)''' ===
</font>
</font>
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.
In TDM 2.08 the default Frame Buffer was upgraded to use 64-bit color to reduce color banding.  
<br><br>This not only makes the player camera move more smoothly but can also improve performance
<br>Some GPU's have poor support for this format or render much slower. Consider reverting to 32-bit.
<br>since some drivers do not work well with the capped FPS design.
<br>Change Color to 32-bit under the Advanced Video settings menu or:


<pre>
<pre>


seta com_fixedTic "1"
seta r_fboColorBits "32"


</pre>
</pre>
Line 978: Line 1,125:
in Darkmod.cfg
in Darkmod.cfg


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.


{{clear}}
<font size="4">
<br>
 
==== Max FPS (New in 2.08 ) ====
=== '''Disable Bloom''' ===
</font>


In 2.08 you can define the max FPS via the Max FPS setting in the Advanced Video settings GUI menu.
In the advanced video settings menu make sure Bloom is disabled


<pre>
<pre>


seta com_maxFPS "90"
seta r_bloom "0"


</pre>
</pre>
Line 1,001: Line 1,141:
in Darkmod.cfg
in Darkmod.cfg


<font size="4">
'''TDM versions older than 2.08'''


=== '''Shadow Settings''' ===
Disable Postprocess in the GUI or set:


</font>
<pre>


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


==== '''Change Shadow Mode (New 2.07)''' ====
</pre>
</font>


<br>In TDM 2.07 we offer two different "Shadow Implementation" options in the GUI.
in Darkmod.cfg


* Maps (Shadow Maps)


* Stencil (Stencil Shadow Volumes)


<br>Shadow Maps can perform better in scenes with fewer but larger light sources and less small shadow casters.
<font size="4">
<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:
=== '''Set Object Detail to Low''' ===
<pre>
</font>


seta r_shadows "2"
In the advanced video settings menu lower the Object detail slider below normal


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


Stencil mode:
in Darkmod.cfg (see also '''[[Object_detail|Object Detail]]''' )


<pre>


seta r_shadows "1"
<font size="4">


</pre>
==='''Field of View Decrease'''===


in Darkmod.cfg
</font>


<font size="3">
'''Note''' that this setting might occasionally produce odd effects such as a grabbed object seems to move a little on release.
==== '''Lower or Disable Soft Shadows (New in v2.06)''' ====
 
</font>
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:
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>
g_fov 85


seta r_softShadowsQuality = 0
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,
<br>you might consider setting the field of view extremely low temporarily to get you through then restore to 90 later...
g_fov 50


In the advanced videos settings menu set the Shadow Softness slider to make shadows softer
or '''[[Bindings_and_User_Settings|bind]]''' a toggle
without increasing the quality level


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


seta r_softShadowsRadius 2.0
in DarkmodKeybind.cfg so you can tap a key to go between FOV ranges.


</pre>
See '''[[#Toggle_settings_in_realtime|Toggle Settings in Realtime]]'''


in Darkmod.cfg
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.


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


===== Single Pass Shadow Maps =====
=== '''Lower Anisotropic Filtering''' ===
</font>


Rather than calculating all shadows one-at-a-time, all shadow casting is calculated in one pass for every light.
In the standard video settings, lower or disable AF
'''THIS CAN OFFER SUBSTANTIAL PERFORMANCE IMPROVEMENT'''


<pre>
<pre>


seta "r_shadowMapSinglePass "1"
seta image_anisotropy "0"  


</pre>
</pre>


in Darkmod.cfg
in Darkmod.cfg<br>


2.10 Issues:
Note: This has '''very little''' performance benefit for most GPU hardware. The mipmaps needed to perform AF are already loaded into
<br>VRAM so the only savings are very inexpensive sampling operations that are normally handled by dedicated filtering hardware.


* The old backend does not work with this mode ( r_useNewBackend 0 )
<s>In 2.09 if you change Anisotropic Filtering and have "r_useBindlessTextures 1" set (default) the game may stutter
* For some users, screenshots will be missing shadows for func_static geometry if this is enabled
<br>when you return from the menu because it must rebuild all the textures.
* The screen-shot issue is resolved in 2.11+
<br>To avoid this, set "r_useBindlessTextures 0" then restart the game and test your preferred AF mode then once you have found your
'''NEW - This is enabled by default in 2.12'''
<br>performace-to-image quality sweet spot set "r_useBindlessTextures 1" and restart TDM</s>


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


The larger the Shadow Map texture, the more detail and less artifacts you have further away from the light center or for small objects.
=== '''OBSOLETE''' Set the ambient shading to "Faster" ===
<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.


Inside the settings, change the ambient rendering method to "Faster".
<s>
<pre>
<pre>
 
seta tdm_ambient_method "1"
seta r_shadowMapSize "384"
 
</pre>
</pre>
</s>
in Darkmod.cfg


You can also increase this to reduce light leaks from the r_shadowMapCullFront optimization.
(Note: Some preliminary tests in v2.05 show that the Enhanced Ambient is now faster than the "fast" texture based Ambient.)
<br>On balance enabling that optimization may offset the pitfalls of a bigger shadow map.
<br>(Note: This setting has been removed in 2.09+ )
<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 =====
=== '''OBSOLETE''' Set the interaction.vfp to "Standard" ===


The larger the light, the more Shadow Map resolution you need (see Shadow Map Size).
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.
<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.


<s>
<pre>
<pre>


seta r_maxShadowMapLight "1500"
seta tdm_interaction_vfp_type "0"


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


<font size="4">
in Darkmod.cfg
=== '''Lower or Disable Ambient Occlusion (New in 2.08)''' ===
</font>


In the advanced video settings menu make sure that Ambient Occlusion is set to low or off.
'''In 2.08 this setting is'''


<pre>
<pre>


seta r_ssao "1"
seta r_interactionProgram "0"


</pre>
</pre>


or
This setting doesn't work in 2.09+ It is a stub cvar that does nothing.
<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}}


<pre>
<font size="5">


seta r_ssao "0"
== '''Slow loading times''' ==
</font>


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


in Darkmod.cfg
<s>


==== SSAO Radius ====
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]].


You can widen the SSAO radius to improve the appearance or shrink it to improve performance
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>
<pre style="max-width:35em">
 
seta image_useNormalCompression "0"
seta r_ssao_radius "24"
seta image_useCompression "0"
seta image_preload "0"
</pre>
</s>
New 2.10+ cvars ( defaults ) for fast loading times:


<pre style="max-width:35em">
seta image_levelLoadParallel "1"
seta image_useTexStorage "1"
seta image_mipmapMode "0"
</pre>
</pre>


<font size="4">
In 2.10 the RXGB normal map compression format has been replaced the higher quality RGTC format.


=== '''Reduce Color Depth (New in 2.08)''' ===
Note: Disabling compression is not recommended and may lead to Malloc errors due to heavy memory consumption.  
</font>


In TDM 2.08 the default Frame Buffer was upgraded to use 64-bit color to reduce color banding.
If you want to disable compression, you may be able to compensate by setting '''[[#Image downsizing|Image Downsizing]]''' settings.
<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>
See also '''[[FAQ#Getting "Malloc Failure for #######" crash-to-desktop|Malloc Failure Errors]]'''


seta r_fboColorBits "32"
<font size="5">


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


in Darkmod.cfg
{{important|headline=Important!|text='''<br><br>If you do not have properly installed hardware drivers, TDM may be rendering graphic features using your CPU'''
<br>'''or may be performing CPU tasks in legacy modes. THESE ARE INCREDIBLY SLOW. See [[#Hardware_Considerations|Hardware Considerations]]'''
<br><br>'''Likewise, Linux players will need to either have signed Kernel and Drivers or disable [[#Linux_UEFI_Secure_Boot|Secure Boot]] since unsigned hardware lacks acceleration'''
<br>'''Linux players will also need to ensure that TDM is in [[#Uncap_FPS_(New_in_v2.06)|"Uncapped FPS mode"]] or they will have performance problems regardless of their hardware capabilities.'''
'''Finally, if you have a laptop with [[#(Nvidia)_Optimus_Laptop_wont_use_your_Nvidia_GPU|2 GPU options]] it can also behave as if you don't have hardware acceleration when using the weaker GPU.'''}}
{{important|headline=Defaults|text='''<br><br>The advised performance defaults below should mostly already be set by default on upgrade.'''
'''Please consider [[Performance_Tweaks#Delete_Darkmod.cfg_after_upgrade|deleting darkmod.cfg]] after upgrading to restore these defaults.'''}}
<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:


<font size="4">
<pre style="max-width:35em">
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>


=== '''Disable Bloom''' ===
Note: r_useShadowVertexProgram no longer exists in TDM. All shadow modes use GPU vertex operations.<br><br>
</font>
 
In the advanced video settings menu make sure Bloom is disabled
 
<pre>
 
seta r_bloom "0"


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


in Darkmod.cfg
'''2.11''' new performance defaults ( in addition to the standard performance defaults above )


'''TDM versions older than 2.08'''
<pre style="max-width:35em">
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>


Disable Postprocess in the GUI or set:
'''2.12''' new performance defaults ( in addition to the standard performance defaults above )


<pre>
<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>


seta r_postprocess "0"
Note: 2.12 r_useNewRenderPasses replaces r_useNewBackend


</pre>


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


<font size="4">
=== '''Frame Memory''' ===
=== '''Run The Dark Mod in fullscreen''' ===
</font>
</font>


Running Darkmod in windowed mode might be quite a bit slower than fullscreen mode.
'''New in TDM 2.08'''


One reason for this is that windowed mode is sometimes forced to V-sync. ( See [[#Disable V-sync | Disable V-sync]] )
<pre>
r_frameIndexMemory
</pre>


and


<pre>
<pre>
seta r_fullscreen "1"
r_frameVertexMemory
</pre>
</pre>


in Darkmod.cfg
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|Render Scale]]'''
before increasing these.
{{clear}}
<br>


<font size="5">


In 2.08 you can choose between Windowed, Fullscreen, and Borderless Windowed.
=== '''Disabling standard graphics features''' ===
Fullscreen is the lowest latency option.
</font>
----
At the cost of some pretty severe scene quality, you can disable a number of independent graphic features


==== Fullscreen Windowed in Modern Windows Versions ====
that are non-essential to play.


It has become widely recognized that v-sync is a source of input delay and forcing it for both Windowed and Fullscreen Windowed modes
<font size="4">
<br>is not optimal. The latest Windows versions no longer force v-sync on Fullscreen Windowed applications but if you encounter any issues
==== Texture Based Tweaks ====
<br>or have an older Windows release you should be able to force it off via your driver application profile settings:
</font>
----
These changes reduce or remove texture data to improve performance on GPU's with low VRAM or low memory bandwidth


If you have a Nvidia card
===== Image downsizing =====


* Open de Windows start menu and type: Nvidia control panel
TDM can automatically reduce texture resolution for all 3 supported texture types; diffuse,
* Click Manage 3D settings, on the left pan
<br>normal (bump), and specular. Systems with very low quantities of VRAM or low memory bandwidth benefit from this change.
* Under "I would like to use the following 3D settings" scroll down until you see "Vertical sync."
<br>'''Note: You must restart TDM or invoke reloadImages for image_downsize settings to take effect'''
* Select Vertical sync choose "Force off" or " disable" ... from the drop down.
<br><br>


For AMD
In Darkmod.cfg, set '''image_downSize''' to '''1''' and then set a limit with '''image_downSizeLimit''',
e.g., '''"image_downSizeLimit" "256"'''. 


* 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 image_downSize "1"
seta image_downSizeLimit "256"


</pre>


{{clear}}
This reduces texture memory requirements and may completely alleviate hard drive thrashing for dynamic image loading.
<br>Try lowering to 512 and if you still need more VRAM or need lower RAM usage during mission load ( see '''[[#Missions_that_require_64-bit|64-bit missions]]''' ) then move down to 256, 128, or 64
<br><br>There are similar cvars for bump and specular maps as well.


<font size="4">
Example: Downsize Normal Maps


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


<br>In the standard video settings, disable vsync
seta image_downSizeBump "1"
seta image_downSizeBumpLimit "256"


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


in Darkmod.cfg<br><br><br>
Example: Downsize Specular maps
 
<font size="3">'''NEW INFO!!!!'''
 
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.
 
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.<br><br>
 
==== 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:


<pre>
<pre>


seta r_displayRefresh "60"
seta image_downSizeSpecular "1"
seta image_downSizeSpecularLimit "64"


</pre>
</pre>


(Obviously increase to match your available mode.)
====== Image Downsizing verses Lower Resolution ======


<font size="4">
<br>Higher resolutions require larger frame buffers thus more VRAM, likewise higher resolution textures also consume VRAM
=== '''Set Object Detail to Low''' ===
<br>This leads to the an interesting decision on visual tradeoffs.
</font>
<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 <u>to the extreme</u> (lower than 128), 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.


In the advanced video settings menu lower the Object detail slider below normal
<br>Thread:


<pre>
'''https://forums.thedarkmod.com/index.php?/topic/19498-image_downsize-in-206/'''
seta tdm_lod_bias "0.5"
{{clear}}
</pre>
<br><br>


in Darkmod.cfg (see also [[Object_detail]] )
===== Disable Specular Maps =====


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


==='''Field of View Decrease'''===
<pre>


</font>
seta r_skipSpecular "1"


'''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:
in Darkmod.cfg


g_fov 85
===== Disable Normal Maps =====


or
The main detail attribute for textures in Doom 3 \ Darkmod is the Normal Map.
 
If you disable this your game will become really ugly.


<pre>
<pre>
seta g_fov "85"
 
seta r_skipBump "1"
 
</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,
===== Disable all Ambient Surfaces =====
<br>you might consider setting the field of view extremely low temporarily to get you through then restore to 90 later...


g_fov 50
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)
or bind a toggle
<br>along with any other surfaces that don't change based on illumination (most decals, additive glowing windows, etc.).


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


in Darkmod.cfg so you can tap a key to go between FOV ranges.
seta r_skipAmbient "1"


See [[#Toggle_settings_in_realtime|Toggle Settings in Realtime]]
</pre>


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 Darkmod.cfg
<br>Not noticed any problem with restricted view.


<font size="4">
<font size="4">
=== '''Lower Anisotropic Filtering''' ===
 
==== Light and Fog tweaks ====
</font>
</font>
----
These tweaks reduce or eliminate the impact of fogs and volumetric light effects which are often heavier than normal lights.


In the standard video settings, lower or disable AF
<font size="3">
 
===== Disable Volumetric Lights (New in v2.11) =====
</font>
 
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 ).
 
To disable volumetrics entirely, set:


<pre>
<pre>


seta image_anisotropy "0"  
seta r_volumetricEnable "0"


</pre>
</pre>


in Darkmod.cfg<br>
in Darkmod.cfg


Note: This has '''very little''' performance benefit for most GPU hardware.
====== Disable Volumetric Shadows ======


<br>This is also one of the few graphic settings that can be adjusted without requiring a vid_restart or restarting the engine.
Volumetric Lights force expensive Shadow Maps in Stencil Mode. You can disable that via


'''NEW''': In 2.09 if you change Anisotropic Filtering and have "r_useBindlessTextures 1" set (default) the game may stutter
<pre>
<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.
seta r_volumetricForceShadowMaps "0"
<br>You should be able to change anisotropic filtering settings in the GUI without encountering stutters.


</pre>


=== Set the ambient shading to "Faster" '''( OBSOLETE in 2.09+)''' ===
Inside the settings, change the ambient rendering method to "Faster".
<s>
<pre>
seta tdm_ambient_method "1"
</pre>
</s>
in Darkmod.cfg
in Darkmod.cfg


(Note: Some preliminary tests in v2.05 show that the Enhanced Ambient is now faster than the "fast" texture based Ambient.)
====== Lower Volumetric Samples ======
(Note: This setting has been removed in 2.09 )


=== Set the interaction.vfp to "Standard" '''(OBSOLETE in 2.09+)''' ===
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.
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>
<pre>


seta tdm_interaction_vfp_type "0"
seta r_volumetricSamples "16"


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


in Darkmod.cfg
in Darkmod.cfg


'''In 2.08 this setting is'''
<font size="3">
 
===== Disable BlendLights =====
</font>


<pre>
<pre>


seta r_interactionProgram "0"
seta r_skipBlendLights "1"  


</pre>
</pre>


This setting doesn't work in 2.09+ It is a stub cvar that does nothing.
in Darkmod.cfg
<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="3">


== '''Slow loading times''' ==
===== Disable Fog =====
</font>
</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"


<s>
seta r_skipFogLights "2"


If you find an FM is very slow to load it may be an ATI graphics card problem.
</pre>
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:
in Darkmod.cfg
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">
As of 2.08 and newer there are several modes of fog disable behavior. Mode 1 only disables it for opaque objects (etc)
seta image_useNormalCompression "0"
seta image_useCompression "0"
seta image_preload "0"
</pre>
</s>
New 2.10+ cvars ( defaults ) for fast loading times:


<pre style="max-width:35em">
<font size="4">
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.
==== Particle Tweaks ====
</font>
----
Particles mostly impact CPU performance but can impact the GPU due to lots of alpha operations and overdraw


Note: Disabling compression may lead to Malloc errors due to memory consumption.  
===== Disable Soft Particles ( New in 2.03 )=====


You may be able to compensate by setting image_downsize options or use image_downsize instead of disabling compression. [[#Image downsizing|Image Downsizing]]
The new Soft Particle effects in v2.03 and newer use a little more GPU than the previous particles.


See [[FAQ#Getting "Malloc Failure for #######" crash-to-desktop|Malloc Failure Errors]]
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:


<font size="5">
<pre>


== The game is '''very''' slow! ==
seta r_useSoftParticles "0"
</font>
 
</pre>
 
in Darkmod.cfg


Note: The advised performance defaults below should mostly already be set by default on upgrade.
===== Disable Particles =====
<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:
This will '''<u>seriously mar your image quality</u>'''. Flames, glares, and smoke will all be gone.


<pre style="max-width:35em">
<pre>
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>
seta r_skipParticles "1"


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


2.11 new performance defaults ( in addition to the standard performance defaults above )
in Darkmod.cfg
 
.
<pre style="max-width:35em">
<font size="4">
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 )
==== Entity Shadow Tweaks ====
</font>
----
===== Disable Player Shadow=====


<pre style="max-width:35em">
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:  
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>


g_showplayershadow 0


Note: 2.12 r_useNewRenderPasses replaces r_useNewBackend
Or, in Darkmod.cfg (see above) change the following line from "1" to "0":
<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 g_showplayershadow "0"
This is the <u>default setting</u> 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.<br>This helps improve performance slightly when using the lantern.<br><br>
----
<font size="4">
<font size="4">


=== '''Frame Memory''' ===
==== Disable Sky ====
</font>
</font>


'''New in TDM 2.08'''
(New in v2.05) Pitch black sky with no clouds, Moon, or stars
 
<pre>
<pre>
r_frameIndexMemory
</pre>


and
seta g_enablePortalSky "0"


<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.


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


==='''Lightgem Calculation Optimizations'''===
==== Disable Lip Sync ====
</font>
</font>


<br>The Lightgem used to be a very taxing calculation because it required the entire scene to be rendered to an off-screen
AI will not play lipsync animations
<br>image that was then slowly passed to parser code to comb all pixels for the brightest value.
<pre>
<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.
seta tdm_ai_opt_nolipsync "1"
<br><br>Further optimizations after 2.05 include:
 
* Moving the calculation to it's own Thread and utilizing SMP
</pre>
* 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 )


<br>This means that the old configurations to reduce the impact of Lightgem calculation are mostly irrelevant
in Darkmod.cfg
<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">
<font size="3">
====Lightgem interleaved calculation====
 
==='''OBSOLETE''' Drop in Frame Rates when Viewing Water===
</font>
</font>


By default lightgem calculation occurs every frame. You can set lightgem calculation to happen only once
Some players have reported a drastic drop in performance when an agitated water surface is in view. (This on a Radeon card.)
<br> per several frames by setting tdm_lg_interleave console parameter to values higher than 1.  
<br>Try entering this in the console. It disables the water visible surface effects but at least it might let you play normally...
<br> For example, typing:


tdm_lg_interleave 3
<pre>


in console tells TDM to recalculate lightgem value every third frame.
seta r_skipPostProcess "1"


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


<br>
or


{{clear}}
<s>
<pre>


=====Lightgem interleave minimum FPS ( New in 2.05)=====
seta r_postprocess "0"


In TDM 2.05 there is a new tdm_lg_interleave_min cvar that allows you to set a cutoff point
</pre>
for FPS below which the Lightgem Interleave optimization takes effect.
</s>
<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_bloom "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.
You can also set a key-bind to toggle this instead:
<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.
<pre>


<font size="3">
bind "z" "toggle r_bloom 0 1"


==== Weak Lightgem (Not Recommended)====
</pre>
</font>


Setting:
See '''[[#Toggle_settings_in_realtime|Toggle Settings in Realtime]]'''


<pre>
See also '''[[FAQ#(OBSOLETE_in_2.12)_Underwater_performance_poor|Underwater performance poor]]'''


seta tdm_lg_weak "1"
TDM 2.12 has improved underwater performance. It no longer uses the postprocess pipeline.


</pre>
{{clear}}
 
<br>
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="5">
<font size="5">


=== '''Disabling standard graphics features''' ===
=='''Gameplay Performance Tips'''==
</font>
</font>


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


that are non-essential to play.
<font size="4">


<font size="4">
==='''Revert to 2.03 AI Search behavior'''===
==== Texture Based Tweaks ====
</font>
</font>
The new AI "hiding spot" routines in 2.04 (and newer) are more CPU intensive than 2.03's search method. Try the old 2.03 mode.


These changes reduce or remove texture data to improve performance on GPU's with low VRAM or low memory bandwidth
<pre>
seta tdm_ai_search_type "1"
</pre>


===== Image downsizing =====
in Darkmod.cfg


TDM can automatically reduce texture resolution for all 3 supported texture types; diffuse,
<font size="4">
<br>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''',
==='''Lightgem Calculation Optimizations'''===
e.g., '''"image_downSizeLimit" "256"'''. 
</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 image_downSize "1"
<br>This means that the old configurations to reduce the impact of Lightgem calculation are mostly irrelevant
seta image_downSizeLimit "256"
<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>


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


This reduces texture memory requirements and may completely alleviate hard drive thrashing.
By default lightgem calculation occurs every frame. You can set lightgem calculation to happen only once
There are similar cvars for bump and specular maps as well.  
<br> per several frames by setting tdm_lg_interleave console parameter to values higher than 1.  
<br> For example, typing:


Example: Downsize Normal Maps
tdm_lg_interleave 3


<pre>
in console tells TDM to recalculate lightgem value every third frame.


seta image_downSizeBump "1"
This tweak can increase average FPS, but it often produces noticeable stuttering, especially on slow machines
seta image_downSizeBumpLimit "256"
when your FPS is below 25 to 30FPS.
 
<br>
 
{{clear}}


</pre>
=====Lightgem interleave minimum FPS ( New in 2.05)=====


Example: Downsize Specular maps
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 image_downSizeSpecular "1"
tdm_lg_interleave_min 40
seta image_downSizeSpecularLimit "64"


</pre>
</pre>


====== Image Downsizing verses Lower Resolution ======
<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.
 
<font size="3">


<br>Higher resolutions require larger frame buffers thus more VRAM, likewise higher resolution textures also consume VRAM
==== Weak Lightgem '''(Not Recommended)'''====
<br>This leads to the an interesting decision on visual tradeoffs.
</font>
<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.


<br>Thread:
Setting:  
 
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


<pre>
<pre>


seta r_skipSpecular "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>


===== Disable Normal Maps =====
{{clear}}
<br>


The main detail attribute for textures in Doom 3 \ Darkmod is the Normal Map.
<font size="5">


If you disable this your game will become really ugly.
== '''Lower Sound Quality''' ==
</font>


<pre>
=== Disable EFX reverb (new 2.06) ===


seta r_skipBump "1"
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".


</pre>
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)]].


in Darkmod.cfg
=== Force 22khz ===


===== Disable all Ambient Surfaces =====
'''<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>
'''


Related to skipping particles, r_skipAmbient will get rid of any non-lit* particles
'''(This is fixed in 2.07)'''
<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>
You can force 22khz audio processing to reduce the CPU overhead of audio processing.


seta r_skipAmbient "1"
Obviously, EAX effects will increase CPU load for audio so you should consider disabling


</pre>
those before lowering audio quality. If normal audio plays fine but EAX causes performace,


in Darkmod.cfg
this change might give you a boost while EAX is enabled.


<font size="4">
<pre>
 
seta s_force22kHz "1"


==== Light and Fog tweaks ====
</pre>
</font>


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


<font size="3">
<font size="5">


===== Disable Volumetric Lights (New in v2.11) =====
== '''Experimental Features''' ==
</font>
</font>


Volumetric lights force shadow map rendering for their light radius ( per light ).
These settings may offer some performance benefits with caveats \ bugs.
<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 ).
=== Shadow Map Cull Front ===


To disable volumetrics entirely, set:
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).
<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 r_volumetricEnable "0"
seta r_shadowMapCullFront "1"


</pre>
</pre>


in Darkmod.cfg
=== Alpha Tested Shadow Maps ( New 2.12 ) ===


====== Disable Volumetric Shadows ======
Shadow Maps can cast shadows through transparent parts of textures. This is not currently possible with stencil shadows.
 
<br>To enable this feature:
Volumetric Lights force expensive Shadow Maps in Stencil Mode. You can disable that via


<pre>
<pre>


seta r_volumetricForceShadowMaps "0"
seta r_shadowMapsAlphaTested "1"


</pre>
</pre>
Line 1,757: Line 1,905:
in Darkmod.cfg
in Darkmod.cfg


====== Lower Volumetric Samples ======
<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>
 
=== 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.


The more samples the smoother the volumetric lights at the cost of lots of performance.
2.07 and newer
<br>Try lowering the samples. Also try changing the r_volumetricBlur and r_volumetricDither values.


<pre>
<pre>


seta r_volumetricSamples "16"
seta r_useAnonReclaimer "1"  


</pre>
</pre>


in Darkmod.cfg
2.06
 
<font size="3">
 
===== Disable BlendLights =====
</font>


<pre>
<pre>


seta r_skipBlendLights "1"  
seta r_useBfgPortalCulling "1"


</pre>
</pre>
Line 1,783: Line 1,931:
in Darkmod.cfg
in Darkmod.cfg


<font size="3">
=== '''OBSOLETE''' Single Pass Light Rendering ( 2.09 ) ===
 
<br>
===== Disable Fog =====
'''THIS OPTION DOES NOT WORK IN 2.11'''
</font>
<br><br>
Similar to modern "Forward+" rendering, all '''lights''' and shadows are calculated beforehand and rendered in one pass.


<pre>
<pre>


seta r_skipFogLights "2"  
seta r_shadowMapSinglePass "2"


</pre>
</pre>


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


As of 2.08 and newer there are several modes of fog disable behavior. Mode 1 only disables it for opaque objects (etc)
You have probably noticed that this uses the same CVAR that single pass shadows uses.
<br>Single Pass lighting requires Single Pass shadows.


<font size="4">
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.
==== Particle Tweaks ====
</font>
 
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 )=====
=== '''OBSOLETE''' Skip Dynamic Shadows ===


The new Soft Particle effects in v2.03 and newer use a little more GPU than the previous particles.
<br>'''This setting is no longer available as of TDM 2.12'''


This is offset by the fact that v2.03 and higher don't render particles during the lightgem calculation.
<br>Only render shadows from Stationary lights. This will break missions where players might need to hide in a moving shadow.
 
Still, if you want an extra boost then set:


<pre>
<pre>


seta r_useSoftParticles "0"
seta r_skipDynamicShadows "1"


</pre>
</pre>


in Darkmod.cfg


===== Disable Particles =====
<font size="5">


This will '''<u>seriously mar your image quality</u>'''. Flames, glares, and smoke will all be gone.
== '''Hardware Considerations''' ==
</font>


<pre>
If you can correct hardware deficiencies you may not need to perform as many tweaks or setting changes.
 
<br>Sometimes it is as simple as a Driver or BIOS update. Other times, you may need to consider updating hardware.
seta r_skipParticles "1"


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


==== Entity Shadow Tweaks ====
=== '''Driver Considerations''' ===
</font>
</font>
----
''(IdTech4) The Dark Mod was originally based on OpenGL 2.0. (the same as Doom 3)''


===== Disable Player Shadow=====
''GPU manufacturers have largely ignored issues with this older specification so a number of workarounds have been''


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


g_showplayershadow 0
''As of TDM 2.06 and newer The Dark Mod uses OpenGL 3.x so many of these suggestions are no longer applicable.''


Or, in Darkmod.cfg (see above) change the following line from "1" to "0":
''That said, even OpenGL 3.2 (current requirement) is an old standard so some newer workarounds may be needed.''


seta g_showplayershadow "0"


This is the default setting as of TDM 1.02 and newer.
{{clear}}


===== Disable Player Lantern Shadow=====
==== Linux UEFI Secure Boot ====


You may notice a drop in performance while using the player lantern.
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
 
==== Linux Kernel Version ====


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>
For AMD and Intel hardware, the drivers come with the Linux Kernel. Some Linux distros ship with older Kernels that do not support the latest hardware.
<br>Many of these distros offer options to upgrade to newer Kernel versions with better hardware support.
<br>Ubuntu and Linux Mint offer "OEM Signed Kernels" that offer newer hardware support and are signed so they can be used with Secure Boot.


<font size="4">
==== Intel ( new 2.09 ) ====


==== Disable Sky ====
Some Intel drivers do not perform well with persistent mapping enabled.
</font>
<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.


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


seta g_enablePortalSky "0"
r_gpuBufferNonpersistentUpdateMode "1"
 
r_usePersistentMapping 0


</pre>
</pre>


in Darkmod.cfg


<font size="4">
==== (AMD\ATI) Disable Catalyst AI ====


==== Disable Lip Sync ====
2018: The latest Radeon Crimson and Adrenalin Drivers:
</font>


AI will not play lipsync animations
Surface Format Optimization = OFF
<pre>


seta tdm_ai_opt_nolipsync "1"
[[FAQ#Disable_Catalyst_AI_in_recent_AMD_ATI_drivers|Disable Catalyst AI in recent AMD Drivers]]


</pre>
==== (AMD\ATI) Rename the executable ====


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


<font size="3">
Renaming TheDarkMod.exe to the name of a commercial OpenGL game may gain you some optimizations


===OBSOLETE Drop in Frame Rates when Viewing Water===
or even a Crossfire profile (I believe DarkAthena.exe had one.)
</font>


Some players have reported a drastic drop in performance when an agitated water surface is in view. (This on a Radeon card.)
Known working renames:
<br>Try entering this in the console. It disables the water visible surface effects but at least it might let you play normally...


<pre>
DarkAthena.exe (thus far the most consistent improvement)


seta r_skipPostProcess "1"
Doom3BFG.exe


</pre>
Wolf2MP.exe


or
Amnesia.exe


<s>
Brink.exe
<pre>


seta r_postprocess "0"
Prey.exe


</pre>
<font size="4">
</s>
==== (Nvidia) Optimus Laptop wont use your Nvidia GPU ====
</font>


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


seta r_bloom "0"
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".


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


You can also set a key-bind to toggle this instead:
* 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


<pre>
[[Image:Nvidia_Profiles.jpg|600px]]
<br><br><br><br>


bind "z" "toggle r_bloom 0 1"
{{clear}}


</pre>
==== (Nvidia) Disable the Streamer Service ====


See [[#Toggle_settings_in_realtime|Toggle Settings in Realtime]]
Open your run dialog ({{key|Windows}} + {{key|R}}) or command prompt and type services.msc


See also [[FAQ#(OBSOLETE_in_2.12)_Underwater_performance_poor|Underwater performance poor]]
On the Extended Tab locate "Nvidia Streamer Network Service"


TDM 2.12 has improved underwater performance. It no longer uses the postprocess pipeline.
{{RMB}} Right-click it and choose "Stop"


<font size="5">
Once the service is stopped, {{RMB}} right click it again and choose Properties


== '''Experimental Features''' ==
On the General Tab set Startup Type = Disabled then {{LMB}} click Apply.
</font>


These settings may offer some performance benefits with caveats \ bugs.
Do the same for "Nvidia Streamer Service"


=== Shadow Map Cull Front ===
Do the same for "Nvidia Telemetry" service(s).


The default shadow map mode calculates shadows for both polygons that are on the side facing
Note: There is a GUI option to disable streaming in the newest Geforce Experience settings page.
<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>
You would still be advised to disable the Telemetry service for extra performance.


seta r_shadowMapCullFront "1"


</pre>


=== Alpha Tested Shadow Maps ( New 2.12 ) ===
''You can also perform these steps for any services that you know can be manually started


Shadow Maps can cast shadows through transparent parts of textures. This is not currently possible with stencil shadows.
''or are not needed for your daily usage. (Obviously) Do not disable any service that you don't
<br>To enable this feature:


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


seta r_shadowMapsAlphaTested "1"


</pre>


in Darkmod.cfg
'''NEW INFO:'''


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


=== OBSOLETE Single Pass Light Rendering ( 2.09 ) ===
{{clear}}
<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>


seta r_shadowMapSinglePass "2"


</pre>


in Darkmod.cfg
{{clear}}
<br><br>


You have probably noticed that this uses the same CVAR that single pass shadows uses.
==== (Nvidia) Disable Threaded Optimizations ====
<br>Single Pass lighting requires Single Pass shadows.


This mode (2) does not seem to improve FPS for some Nvidia hardware.
Open Nvidia Control Panel ->
<br>This is probably because of the Nvidia's tiling (deferred rendering) hardware optimizations.


=== Use BFG style Portal Culling (new in v2.06) ===
Manage 3D Settings ->


If you have a system that works well with Multi-Core ( com_smp 1) then you may
Bottom half of list locate "Threaded Optimization" <-- Set to NO / Off
consider enabling r_useAnonReclaimer to reduce cache thrashing.


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


<pre>
This can also reduce or eliminate driver crashes or rendering anomalies.


seta r_useAnonReclaimer "1"  
<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>


</pre>
==== Lower in-driver quality settings ====


2.06
AMD, Nvidia, and Intel all give users the option to lower texture quality and


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


seta r_useBfgPortalCulling "1"
==== Try different driver versions ====


</pre>
Sometimes updating to the latest driver version or reverting to an older version


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


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


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


<font size="3">
=== Upgrade your BIOS ===
</font>


=== Skip Dynamic Shadows ===
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.


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


<pre>
=== Compile Darkmod for your own Hardware ===


seta r_skipDynamicShadows "1"
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


</pre>
{{clear}}
<br>


<font size="5">
=== '''OBSOLETE''' Configure Video RAM ===


== '''Lower Sound Quality''' ==
Change:
</font>
 
<pre>
 
seta com_videoRam "128"
 
</pre>


=== Force 22khz ===
to the appropriate value (in MB) for your GPU in Darkmod.cfg


'''<s>2.06: Do not use this optimization. It is known to cause issues with loading missions on some OpenAL hardware:<br>
Eg. A 2GB video card would have 2048 there.
http://bugs.thedarkmod.com/view.php?id=4814</s>
'''


'''(This is fixed in 2.07)'''
<pre>


You can force 22khz audio processing to reduce the CPU overhead of audio processing.
seta com_videoRam "2048"


Obviously, EAX effects will increase CPU load for audio so you should consider disabling
</pre>
{{clear}}
<br>
<font size="5">


those before lowering audio quality. If normal audio plays fine but EAX causes performace,
=== '''Last resort: Upgrade your hardware''' ===
</font>
----


this change might give you a boost while EAX is enabled.
<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 hardware it may still be advised to:'''
* Ensure you have the latest '''[[#Driver_Considerations|Drivers]]''' for your hardware ( GPU, Chipset \ Motherboard, Audio )
* Ensure your laptop is '''[[#(Nvidia)_Optimus_Laptop_wont_use_your_Nvidia_GPU|using the correct GPU]]'''
* Ensure you are running in '''[[#Uncap_FPS_(New_in_v2.06)|Uncapped FPS Mode]]''' and have proper '''[[#Linux_UEFI_Secure_Boot|Secure Boot Settings]]''' if you are using Linux
* Ensure you have the latest OS updates installed
* Ensure you have the correct '''[[#Lower_in-driver_quality_settings|Driver Settings]]''' applied
* Ensure your '''[[#Upgrade_your_BIOS|Firmware]]''' is up-to-date ( Motherboard BIOS \ UEFI, GPU firmware, etc)
* Open a support thread in the forums, especially if your hardware is above the '''[[#Minimum_Specifications|minimum specifications]]'''


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


seta s_force22kHz "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.
* If you got a graphic card older than the Nvidia Geforce GT 8x00 series or ATI/AMD HD 4x00 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.


</pre>
<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}}
=== Disable EFX reverb (new 2.06) ===
<br>
 
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 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.
* 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">
Line 2,093: Line 2,233:
Some users have reported AI pathfinding and tread-milling issues with this enabled.
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,  
While this can be the fault of poor map design or monsterclip placement,  
<br>'''one thing that <u>can cause this</u> is the performance cvar:'''
<br>'''<u>one thing that can cause this</u> is the performance cvar:'''


<pre>
<pre>
Line 2,104: Line 2,244:
<br>We recommend disabling it (cm_backFaceCull "0" ) unless you know the mission you're playing has been tested with it enabled.
<br>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''' Blurry Briefing and Menu Screens===
 
 
* Obsolete info. This is fixed in TDM 2.05 (and later.)


<s>If you get blurry briefing and menu screens then in Darkmod.cfg make sure you do NOT have image_downSize 0.  
If you get blurry briefing and menu screens then in Darkmod.cfg make sure you do NOT have '''[[#Image downsizing|image_downSize]]''' set to 1.  


Instead set it to 1. But see also [[#Image downsizing|Image Downsizing]] as there is a patch available to allow
Instead set it to 0.


image_downsize without making menus blurry.</s>
* '''This is fixed in TDM 2.05 (and later.)'''


==== Related FXAA ====
==== Related FXAA and Blurry Fonts ====


( 2.07+ )
( 2.07+ )
Line 2,122: Line 2,259:
This is a known problem with FXAA in general.
This is a known problem with FXAA in general.


== See also ==
== '''See also''' ==


[https://web.archive.org/web/20160420002142/http://www.tweakguides.com/Doom3_8.html | Tweakguides Doom 3]
'''[https://web.archive.org/web/20160420002142/http://www.tweakguides.com/Doom3_8.html Tweakguides Doom 3]'''


See also the [[FAQ]].
See also the '''[[FAQ]]'''.


{{installation}}
{{installation}}

Revision as of 15:01, 29 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: Older TDM versions ( 2.07 and older ) were able to run on OpenGL 2.0 or earlier hardware. If you cannot run the latest TDM versions, try an older release.
( Your hardware will still need to be able to run Doom 3 regardless of which TDM version you try. )

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.

Note: With the exception of Screen Resolution and Image Downsize, most settings can be changed in realtime in the console or via a key bind in DarkmodKeybind.cfg.
(Also, "Render Scale" can be changed in realtime and is preferred to Screen Resolution anyway)


seta something "value"

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

Toggle settings in realtime

For example, you could bind both shadow maps and soft shadows to the Z key to enable and disable them both by pressing that key


bind "z" "toggle r_shadows 1 2; toggle r_softShadowsQuality 0 15; shadowimplchanged"

in DarkmodKeybind.cfg

( shadowimplchanged is needed when changing shadow modes )

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
In TDM 2.12 a new config file called mission.cfg was created that allows mission authors to make fleeting setting changes to dynamic cvars
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 +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

The following options offer basic quick tools to examine performance.
See Profiling and Tracy Profiler for advanced (developer level) performance evaluation

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

Killmonsters


You can roughly estimate the impact of AI by navigating to an area or room where no AI are visible, then invoking "killmonsters" in the console
If the FPS jumps up dramatically, your performance issues may be mostly related to AI think cycles on the CPU

If so, try TDM config changes that can reduce CPU usage such as "Shadow maps mode", "Lightgem interleave", "Disable EFX", "2.03 Search Behavior",
"Disable Lip Sync", and "Skip Particles"

( Make sure Multi-core , Frontend acceleration and Uncapped FPS are enabled and ensure your OS is optimized too )

No Shadows


If you disable shadows and there is no performance change (especially if you also killmonsters ), this can indicate something more complex is impacting performance.
While shadows are off, try lowering and raising individual quality settings and see whether any have dramatically different performance impact.
If not, raise the issue with mission author in the original mission thread


r_shadows 0


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 ( DarkmodKeybind.cfg ) 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.

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

Known Taxing 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


Known Low Requirement Missions

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
  • Langhorne Lodge
  • Coercion
  • The Bakery Job
  • Deadeye
  • A Night Of Loot: One Man's Treasure
  • Down and Out on Newford Road
  • A Matter of Hours
  • 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. )
( Note: 32-bit TDM is unsupported as of TDM 2.10. We still provide binaries but no assurance that they will work with all missions and OS versions. )



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) TDM has both SSE SIMD and AVX optimizations under both Windows and Linux
so TDM can now run faster under Linux due to less OS overhead.

Unfortunately, the default "capped FPS mode" has never worked well under Linux (even in vanilla Doom 3) 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


Drivers

Ensure that all hardware drivers are installed and up-to-date. See "Hardware considerations" and "Linux Secure Boot" for further details.

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.

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.

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.

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. Unless you know that your TDM executable was at risk for being replaced by a malicious version,
leaving connectivity open on it "while safelisted" is very low risk. You can further mitigate the risk by compiling your own executable.


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
Before applying any of these changes, ensure that you have tuned other CPU related settings in 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.
They are 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 soft-shadows, ambient occlusion, 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.

Important!

While the Screen Resolution sub-section is mostly applicable to legacy displays

(CRT's), if TDM doesn't properly detect the Native Resolution of your modern display


you will still need to configure it before adjusting the Render Scale


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 Screen 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 so you can set it much lower than screen 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 (makes lower resolution textures less blurry).
When paired with a 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"

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 previous 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.


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 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 overall 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.



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 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

Depending on your drivers and driver settings, Vsync will cap FPS to the closest available standard refresh rate.
This means that if your FPS go below 60, TDM may be capped at the next standard value of 30FPS rather than
rendering at 40FPS or higher which would feel smoother.
Further, sometimes capping FPS will prevent TDM from recovering from a lower FPS in a timely manner.
Unless you are extremely sensitive to screen-tearing, we advise that you disable vsync

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 INFO 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.)

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

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. )


Shadow Settings


Change Shadow Mode (New 2.07)


In TDM 2.07+ we offer two different "Shadow Implementation" options in the Advanced Video Settings GUI.

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


( There is a 3rd mode "No Shadows" It's available via the console and can be used for troubleshooting.
Some missions might be playable in this mode but will probably be very difficult with no shadows to hide in. )


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

(If you change this via the console, also invoke shadowimplchanged or you may be missing some shadows)

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.
Another way to get blurrier shadows without cranking the quality is to use Shadow Maps and set a very low Shadow Map Size

Single Pass Shadow Maps

Rather than calculating all shadows one-at-a-time, all shadow casting is calculated in one pass for every light in the scene.
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 performance 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 Shadow Maps 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


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 DarkmodKeybind.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. The mipmaps needed to perform AF are already loaded into
VRAM so the only savings are very inexpensive sampling operations that are normally handled by dedicated filtering hardware.

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: 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.

OBSOLETE Set the ambient shading to "Faster"

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+ )

OBSOLETE Set the interaction.vfp to "Standard"

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 is not recommended and may lead to Malloc errors due to heavy memory consumption.

If you want to disable compression, you may be able to compensate by setting Image Downsizing settings.

See also Malloc Failure Errors

The game is very slow!

Important!

If you do not have properly installed hardware drivers, TDM may be rendering graphic features using your CPU

or may be performing CPU tasks in legacy modes. THESE ARE INCREDIBLY SLOW. See Hardware Considerations

Likewise, Linux players will need to either have signed Kernel and Drivers or disable Secure Boot since unsigned hardware lacks acceleration
Linux players will also need to ensure that TDM is in "Uncapped FPS mode" or they will have performance problems regardless of their hardware capabilities.

Finally, if you have a laptop with 2 GPU options it can also behave as if you don't have hardware acceleration when using the weaker GPU.

Defaults

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


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 Render Scale before increasing these.


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.
Note: You must restart TDM or invoke reloadImages for image_downsize settings to take effect

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 for dynamic image loading.
Try lowering to 512 and if you still need more VRAM or need lower RAM usage during mission load ( see 64-bit missions ) then move down to 256, 128, or 64

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 (lower than 128), 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.


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:

  • 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.

Revert to 2.03 AI Search behavior

The new AI "hiding spot" routines in 2.04 (and newer) are more CPU intensive than 2.03's search method. Try the old 2.03 mode.

 
seta tdm_ai_search_type "1"

in Darkmod.cfg

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.


Lower Sound Quality

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).

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"


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

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

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.

OBSOLETE Skip Dynamic Shadows


This setting is no longer available as of TDM 2.12


Only render shadows from Stationary lights. This will break missions where players might need to hide in a moving shadow.


seta r_skipDynamicShadows "1"


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.

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.


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

Linux Kernel Version

For AMD and Intel hardware, the drivers come with the Linux Kernel. Some Linux distros ship with older Kernels that do not support the latest hardware.
Many of these distros offer options to upgrade to newer Kernel versions with better hardware support.
Ubuntu and Linux Mint offer "OEM Signed Kernels" that offer newer hardware support and are signed so they can be used with Secure Boot.

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) 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".



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" 


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 hardware it may still be advised to:


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 older than the Nvidia Geforce GT 8x00 series or ATI/AMD HD 4x00 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.


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.

OBSOLETE Blurry Briefing and Menu Screens

If you get blurry briefing and menu screens then in Darkmod.cfg make sure you do NOT have image_downSize set to 1.

Instead set it to 0.

  • This is fixed in TDM 2.05 (and later.)

Related FXAA and Blurry Fonts

( 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.