Performance Tweaks: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
 
(359 intermediate revisions by 2 users not shown)
Line 1: Line 1:
This article relates to performance issues ''for players''. For performance information ''for mappers'', see [[Performance: Essential Must-Knows]]
This article relates to performance issues ''for players''. For performance information ''for mappers'', see [[Performance: Essential Must-Knows]]


== Show FPS ==
== '''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.
<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>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><br>Note: Low-power mobile chips are known to throttle under heavy load, especially when using integrated graphics.
<br><br>
 
{{clear}}
 
== '''Show FPS''' ==




Line 8: Line 25:
  com_showFPS 1
  com_showFPS 1


==Show Position==
=='''Show Position'''==


To identify the locations where problems are found, use these two cvars to render the positions as an overlay display while playing.
To identify the locations where problems are found, use these two cvars to render the positions as an overlay display while playing.
Line 18: Line 35:
g_showviewpos 1
g_showviewpos 1


con_noPrint 0
con_noPrint 0


</pre>
</pre>


== Stop Time ==
===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
 
<pre>
 
tdm_show_viewpos 1
 
</pre>
 
== '''Stop Time''' ==


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


<pre>
<pre>
Line 40: Line 67:
== '''Optimizing the OS performance'''==
== '''Optimizing the OS performance'''==
</font>
</font>
Historically, TDM had significantly better performance on Windows because Doom 3 had no SIMD optimizations under Linux.
<br>As of 2.06 and newer Linux TDM has both SSE SIMD and AVX optimizations so it can run faster under Linux due to less OS overhead.
<br>Unfortunately, the default "capped FPS mode" has never worked well under Linux so out-of-box Linux still performs worse.
<br>'''Hence we advise switching to [[Performance_Tweaks#Uncap_FPS_(New_in_v2.06) | uncapped mode]] under Linux.'''
<br>If you have a weaker CPU and can install Linux ( dual boot, etc ) you may see 5 to 10% performance uplift when configured properly
=== All OS Variants: File Permissions ===
Make sure your darkmod folder is located in a non-protected location.
On Windows, "Program Files" is protected and will cause problems saving any settings or installing Fan Missions.
On Linux, you should consider creating your darkmod directory under your /home/<username>/ folder to avoid permission issues.


=== Linux UEFI Secure Boot ===
=== Linux UEFI Secure Boot ===


With Secure Boot enabled in the BIOS, most Linux distros will fallback to (slow) open drivers  
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>and wont have access to most hardware acceleration features. Disable Secure Boot for the best performance.
<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


=== Stop running programs in the background ===
=== Stop running programs in the background ===
Line 85: Line 128:
Please review:
Please review:


https://docs.microsoft.com/en-us/windows/security/threat-protection/windows-defender-exploit-guard/customize-exploit-protection
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.
and disable the security options you feel are excessive.


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


=== '''Priority and Affinity''' ===
=== '''Priority and Affinity''' ===
</font>
</font>


==== Set TheDarkMod to High Priority ====
<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.
 
===== Set TheDarkMod to High Priority =====


* Launch TheDarkMod  
* Launch TheDarkMod  
Line 122: Line 173:
* {{LMB}} Click Apply
* {{LMB}} Click Apply


==== Set TheDarkMod Affinity ====
===== Set TheDarkMod Affinity =====


If you have a limited number of cores or heavy background tasks are always consuming the
If you have a limited number of cores or heavy background tasks are always consuming the
Line 179: Line 230:
you must count all real and hyperthread virtual cores when setting affinity.
you must count all real and hyperthread virtual cores when setting affinity.


==== Combined Example ====
===== Windows Combined Example =====


You can include both priority and affinity switches in your shortcut
You can include both priority and affinity switches in your shortcut
Line 185: Line 236:
<pre>
<pre>


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


</pre>
</pre>
Line 195: Line 246:
use Darkmod.cfg unless you wish to make multiple launchers for testing (etc).
use Darkmod.cfg unless you wish to make multiple launchers for testing (etc).


==== Process Management Note ====
===== 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.''
''You can also either "End Task" on processes that you know you don't need or set them to "below normal" or "low" priority.''
Line 205: Line 256:
''If you are unsure what a process does, do not change it until you've researched the process.''
''If you are unsure what a process does, do not change it until you've researched the process.''


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


=== Disable Desktop Effects ===
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.


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


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


Select the Advanced tab and under Performance, {{LMB}} click on Settings.
You can launch TDM with a very high priority via the "nice" command:


In the Performance Options box, select the Visual Effects tab.
<pre>
sudo nice --18 su -c /home/user/darkmod/thedarkmod.x64 username
</pre>


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


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


<font size="4">
You can also change the priority of TDM while it is running via "renice" and "pidof"  


=== '''Driver Considerations''' ===
<pre>
</font>
renice -n --18 -p $(pidof thedarkmod.x64)
</pre>


''(IdTech4) The Dark Mod is based on OpenGL 2.0. GPU manufacturers have largely ignored''
===== Linux Affinity =====


''issues with this older specification so a number of workarounds have been compiled''
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.


''by the community to attend to erroneous behaviors or poor performance.''
You can identify cores and whether the cores are hyperthread ( HT ) cores via:


lscpu -e


{{clear}}
Example:


==== (AMD\ATI) Disable Catalyst AI ====
    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


2018: The latest Radeon Crimson and Adrenalin Drivers:
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.


Surface Format Optimization = OFF
To pin TDM to specific cores, you can change the launch options to:


[[FAQ#Disable_Catalyst_AI_in_recent_AMD_ATI_drivers|Disable Catalyst AI in recent AMD Drivers]]
<pre>
taskset -c 1,2,3 /path/to/thedarkmod.x64
</pre>


==== (AMD\ATI) Rename the executable ====
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 ).


Most modern drivers have built-in profiles for the executable names of commercial games.
You can also change the core of a running TDM instance by using pidof to auto-locate the PID of the running process:


Renaming TheDarkMod.exe to the name of a commercial OpenGL game may gain you some optimizations
<pre>
taskset -cp 1,2,3 $(pidof thedarkmod.x64)
</pre>
 
More advanced users may wish to "cpuset" to create a new logical group of cores and caches (etc) then assign TDM to run under
<br>the new CPU Set


or even a Crossfire profile (I believe DarkAthena.exe had one.)
And (of course) you can instead use taskset to move other non-critical processes to other cores or HT cores.


Known working renames:
===== Linux Combined Example =====


DarkAthena.exe (thus far the most consistent improvement)
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.


Wolf2MP.exe
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


Amnesia.exe
<pre>


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


Prey.exe
</pre>


==== (Nvidia) Optimus Laptop wont use your Nvidia GPU ====
Then simply edit the "command field" for the properties page of your Darkmod launcher icon as follows:


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


Many Laptops now have the ability to use the GPU that is built into the CPU when not "gaming".
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
<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.
</pre>


* Right click {{RMB}} anywhere on your desktop where no icon is shown
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 ).
* Left Click {{LMB}} Nvidia Control Panel
<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.
* Then Click on the Programs Tab
<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  
* Click "Add" and browse for TheDarkMod.exe or TheDarkModx64.exe
<br>made sure to su ( switch user ) to run thedarkmod.x64 as "username" ( eg whatever your username is ).  
* Then scroll down the settings list and find "OpenGL Rendering GPU"  
<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
* Then select your Nvidia GPU from the list of options
 
[[Image:Nvidia_Profiles.jpg|600px]]
<br><br><br><br>


{{clear}}
{{clear}}


==== (Nvidia) Disable the Streamer Service ====
<font size="4">


Open your run dialog ({{key|Windows}} + {{key|R}}) or command prompt and type services.msc
=== '''Disable Desktop Effects''' ===
</font>


On the Extended Tab locate "Nvidia Streamer Network Service"
(If you are willing to sacrifice you desktop visual behavior and effects for better TDM performance. Note: This can be reverted.)


{{RMB}} Right-click it and choose "Stop"
To begin the process, type sysdm.cpl in Run box ({{key|Windows}} + {{key|R}}) and hit {{key|Enter}} to open the System Properties.


Once the service is stopped, {{RMB}} right click it again and choose Properties
Select the Advanced tab and under Performance, {{LMB}} click on Settings.


On the General Tab set Startup Type = Disabled then {{LMB}} click Apply.
In the Performance Options box, select the Visual Effects tab.


Do the same for "Nvidia Streamer Service"
Check "Adjust for Best Performance" then click Apply.


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


Note: There is a GUI option to disable streaming in the newest Geforce Experience settings page.
<font size="4">


You would still be advised to disable the Telemetry service for extra performance.
=== '''Driver Considerations''' ===
</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''


''You can also perform these steps for any services that you know can be manually started
''compiled by the community to attend to erroneous behaviors or poor performance.''


''or are not needed for your daily usage. (Obviously) Do not disable any service that you don't
''As of TDM 2.06 and newer The Dark Mod uses OpenGL 3.x so many of these suggestions are no longer applicable.''


''recognize or know is safe to disable.''
''That said, even OpenGL 3.2 (current requirement) is an old standard so some newer workarounds may be needed.''




{{clear}}


'''NEW INFO:'''
==== Intel ( new 2.09 ) ====


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


{{clear}}
<pre>


r_gpuBufferNonpersistentUpdateMode "1"


r_usePersistentMapping 0


</pre>


{{clear}}


==== (Nvidia) Disable Threaded Optimizations ====
==== (AMD\ATI) Disable Catalyst AI ====


Open Nvidia Control Panel ->
2018: The latest Radeon Crimson and Adrenalin Drivers:


Manage 3D Settings ->
Surface Format Optimization = OFF


Bottom half of list locate "Threaded Optimization" <-- Set to NO / Off
[[FAQ#Disable_Catalyst_AI_in_recent_AMD_ATI_drivers|Disable Catalyst AI in recent AMD Drivers]]


Also set "Multi-display/Mixed GPU acceleration" to "Single display performance mode"
==== (AMD\ATI) Rename the executable ====


This can also reduce or eliminate driver crashes or rendering anomalies.
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
* Note: '''<u>This might be obsolete information.</u>'''<br>With the latest Nvidia drivers, some users have reported that '''disabling''' Threaded Optimizations<br>has significantly '''<u>reduced performance</u>'''. (Down from 60 to 25FPS in one case.)</font><br><br><br>


==== Lower in-driver quality settings ====
or even a Crossfire profile (I believe DarkAthena.exe had one.)


AMD, Nvidia, and Intel all give users the option to lower texture quality and
Known working renames:


also have various quality "optimization" levels for texture LOD Bias and Anisotropy (Filtering).
DarkAthena.exe (thus far the most consistent improvement)


==== Try different driver versions ====
Doom3BFG.exe


Sometimes updating to the latest driver version or reverting to an older version
Wolf2MP.exe


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


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


See also [[#Upgrade_your_BIOS|Upgrade your BIOS]]
Prey.exe


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


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


<font size="5">
Many Laptops now have the ability to use the GPU that is built into the CPU when not "gaming".
<br>Unfortunately, sometimes the drivers for these Laptops don't detect TDM as a "game".


== '''Optimizing Dark Mod settings''' ==
The easiest solution is to create a Driver Profile for TheDarkMod.exe or TheDarkModx64.exe in your driver settings.
</font>


''The settings changes below generally can be changed independently of one another.''
* Right click {{RMB}} anywhere on your desktop where no icon is shown
 
* Left Click {{LMB}} Nvidia Control Panel
''This means that if your want better settings in one aspect (such as AA) you can''
* 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


''try reducing quality or disabling another aspect (such as post-processing, image_downsize, v-sync, etc)''
[[Image:Nvidia_Profiles.jpg|600px]]
<br><br><br><br>


<font size="4">
{{clear}}
=== '''Conventions''' ===
</font>


Most of the changes demonstrated in this article are via "Console variables" [[Cvars_in_The_Dark_Mod|CVARS]].
==== (Nvidia) Disable the Streamer Service ====


The "seta" prefix is intended to save these settings permanently so that they are retained on restart and that
Open your run dialog ({{key|Windows}} + {{key|R}}) or command prompt and type services.msc
is what is used by Darkmod.cfg.


<pre>
On the Extended Tab locate "Nvidia Streamer Network Service"


seta r_softShadowsRadius "2"
{{RMB}} Right-click it and choose "Stop"


</pre>
Once the service is stopped, {{RMB}} right click it again and choose Properties


==== Temporary Testing ====
On the General Tab set Startup Type = Disabled then {{LMB}} click Apply.


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


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


Open the console with {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) and type:
Note: There is a GUI option to disable streaming in the newest Geforce Experience settings page.


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


r_softShadowsRadius 2


</pre>


<s>Note: Some CVAR changes in the console, such as vid_mode (resolution), r_multisamples (AA), r_swapInterval (V-Synch), image_anisotropy (AF)
''You can also perform these steps for any services that you know can be manually started
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!
''or are not needed for your daily usage. (Obviously) Do not disable any service that you don't


See also: [[#Toggle_settings_in_realtime|Toggle settings in realtime]]
''recognize or know is safe to disable.''


{{clear}}


==== Launch Options ====


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


Example with two cvars:
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.


{{RMB}} Right click your Desktop shortcut to TheDarkMod and select Properties
{{clear}}
*  On the Shortcut Tab enter the following into the "Target:" field


<pre>


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


</pre>


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


* Then {{LMB}} click the Change Icon button and browse for the Darkmod.ico icon in your darkmod install path
==== (Nvidia) Disable Threaded Optimizations ====
* {{LMB}} Click Apply


See also [[#Set_TheDarkMod_to_High_Priority|Set TheDarkMod to High Priority]]
Open Nvidia Control Panel ->


=== '''Enable Multi-Core (new in v2.06)''' ===
Manage 3D Settings ->


In 2.06 the engine splits the Frontend and Backend into separate threads if you
Bottom half of list locate "Threaded Optimization" <-- Set to NO / Off
enable the Experimental "Multi-Core" setting in the Advanced Video settings GUI menu.


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


seta com_smp "1"
This can also reduce or eliminate driver crashes or rendering anomalies.


</pre>
<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>


in Darkmod.cfg
==== Lower in-driver quality settings ====


=== '''Uncap FPS (New in v2.06)'''===
AMD, Nvidia, and Intel all give users the option to lower texture quality and
Run one game tick per graphics frame, rather than fixed 60 ticks per second.
(Limited to 166hz)
In 2.06 this is now a GUI option "Uncap FPS" in the Advanced Video settings GUI menu.


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


seta com_fixedTic "1"
Sometimes updating to the latest driver version or reverting to an older version


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


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


<font size="4">
See also [[#Upgrade_your_BIOS|Upgrade your BIOS]]


=== '''Lower or Disable Soft Shadows (New in v2.06)''' ===
</font>


In the advanced videos settings menu set the Soft Shadows quality slider to low or off
{{clear}}


<pre>
<font size="5">


seta r_softShadowsQuality = 0
== '''Optimizing Dark Mod settings''' ==
</font>


</pre>
<font size="3">
=== '''Delete Darkmod.cfg after upgrade''' ===
</font>


in 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>While it may be inconvenient to reconfigure all your preferred settings from scratch, it may be best to start with this step
<br>before tinkering with any other setting changes. ( Especially if you haven't done this for a few upgrade cycles. )
<br><br>Newer TDM versions keep your keybindings and controller settings in a separate file
<br>so you will just need to change resolution, brightness \ gamma, and other graphic quality settings
<br>in addition to game-play difficulty settings.


<font size="3">
<font size="3">
=== '''Mission Updates''' ===
</font>


In the advanced videos settings menu set the Shadow Softness slider to make shadows softer
Mission authors often discover performance problems after they release their missions.
without increasing the quality level
<br>They will occasionally issue new mission versions that have improved performance.
<br>Also, the TDM team will sometimes apply fixes to missions that can improve performance and stability in new release versions.
<br>We recommend checking the Mission Downloader for updates to your existing missions ( denoted with an asterisk )
<br>Note: '''Savegames''' do not work between different mission versions.


<pre>
<br><br>


seta r_softShadowsRadius 2.0
――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――


</pre>
''The settings changes below generally can be changed independently of one another.''


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


You can experiment with values between 1.5 and 3.5 or more.
''try reducing quality or disabling another aspect (such as post-processing, image_downsize, v-sync, etc)''




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


<font size="3">
=== '''Conventions''' ===
 
=== '''Change Shadow Mode (New 2.07)''' ===
</font>
</font>


<br>In TDM 2.07 we offer two different "Shadow Implementation" options in the GUI.
Most of the changes demonstrated in this article are via "Console variables" [[Cvars_in_The_Dark_Mod|CVARS]].


* Maps (Shadow Maps)
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.
* Stencil (Stencil Shadow Volumes)
 
<br>Shadow Maps can perform better in scenes with fewer but larger light sources<br>
and less small shadow casters. Big areas + Big Lights + Shadow Maps = HIGH FPS


<pre>
<pre>


seta r_shadows "2"
seta r_softShadowsRadius "2"


</pre>
</pre>


==== OBSOLETE SUGGESTIONS ====


==== '''Shadow Map Size''' ====
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.


The larger the Shadow Map texture, the more detail and less artifacts you have further away<br>
==== Temporary Testing ====
from the light center or for small objects. Conversely, smaller Shadow Map textures perform better.


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


seta r_shadowMapSize "384"
Example:


</pre>
Open the console with {{key|Ctrl}}+{{key|Alt}}+{{key|~}} (tilde, {{key|^}} on German keyboards) and type:
 
==== '''Max Light Size''' ====
 
The larger the light, the more Shadow Map resolution you need (see Shadow Map Size).
<br>There are some lights so large that Shadows will never look good without insane texture sizes.
You can set a threshold to say if lights are bigger than X, use Stencil Shadows.


<pre>
<pre>


seta r_maxShadowMapLight "1500"
r_softShadowsRadius 2


</pre>
</pre>


<font size="3">
<s>Note: Some CVAR changes in the console, such as vid_mode (resolution), r_multisamples (AA), r_swapInterval (V-Synch), image_anisotropy (AF)
=== '''Disable Post-Processing''' ===
cannot be changed without also invoking vid_restart.</s>
</font>


In the advanced video settings menu make sure post-processing is disabled
NEW: As of TDM 2.07, almost all conventional settings can be altered without restarting the engine!


<s>
See also: [[#Toggle_settings_in_realtime|Toggle settings in realtime]]


<pre>
{{clear}}


seta r_postprocess "0"
==== Launch Options ====


</pre>
You can also add the value as part of your target in your shortcut:


</s>
Example with two cvars:


in Darkmod.cfg
*  {{RMB}} Right click your Desktop shortcut to TheDarkMod and select Properties
 
*  On the Shortcut Tab enter the following into the "Target:" field
'''OBSOLETE as of 2.08!!!'''
 
Use r_bloom 0 instead.
 
<font size="4">
 
=== '''Lower Anti-aliasing''' ===
</font>
 
In the standard video settings, set AA to a lower value or 0


<pre>
<pre>


seta r_multiSamples "0"  
"C:\darkmod\TheDarkMod.exe" +set r_softShadowsRadius 2 1 +r_useEntityCulling 1


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


(Assuming you installed into C:\darkmod)


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


Doom 3 is far less susceptible to AA artifacts so this may be an acceptable alternative especially
See also [[#Set_TheDarkMod_to_High_Priority|Set TheDarkMod to High Priority]]
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.)
――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――


{{Clear}}
<br>


<font size="4">
=== '''Reduce your resolution!''' ===
</font>
</font>


=== '''Run The Dark Mod in fullscreen''' ===
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="3">


Running Darkmod in windowed mode might be quite a bit slower than fullscreen mode.
==== Screen Resolution ====
</font>


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


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


<pre>
<pre>
seta r_fullscreen "1"
 
seta r_mode "-1"
seta r_customHeight "640"
seta r_customWidth "480"
 
</pre>
</pre>


in Darkmod.cfg
alternate for wide screen monitors:


16:9 ratio


In 2.08 you can choose between Windowed, Fullscreen, and Borderless Windowed.
<pre>
Fullscreen is the lowest latency option.
seta r_mode "-1"
seta r_customwidth "1280"
seta r_customheight "720"
seta r_aspectratio "1"
</pre>


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


{{clear}}


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


=== '''Disable V-sync''' ===
==== Lower your Render Scale (New 2.07) ====
</font>
</font>


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


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


in Darkmod.cfg<br><br><br>
seta r_fboResolution "0.85"
 
</pre>
 
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'''.
 
===== Image Sharpening (New 2.09) =====
 
In 2.09 a new "Contrast Adaptive Sharpening" shader has been added and is enabled by default.
<br>At the default Render Scale this simply improves the quality of textures.
<br>When paired with lower Render Scale values it can substantially reduce the blur and make the screen look almost like full resolution!


<font size="3">'''NEW INFO!!!!'''
<pre>


Setting '''r_swapInterval "-1"''' enables "Adaptive Vsync" which only performs the sync action when you are at or above refresh rate.
seta r_postprocess_sharpen "1"
<br>This has much less performance impact.</font><br><br><br>
seta r_postprocess_sharpness "0.7"


The Dark Mod has extremely variable FPS compared to modern titles due to it's substantial
</pre>
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 ====
<font size="3">


(Related to vsync)
==== Lower Anti-aliasing ====
</font>


Some newer video cards may not properly report the refresh rate to this engine (typically digital output like DVI, HDMI, or DisplayPort)
The Dark Mod ships with standard "Multi-Sample Anti-Aliasing" ( MSAA ). This can reduce or eliminate jagged pixelization on geometry edges
This can cause lag, stutter, and uneven frame pacing.
<br>by sampling sub-pixels near those edges and blending based on the average color. In practice this means that every visible geometry edge will get rendered
<br>at a multiple of it's native resolution ( depending on your setting; eg. 2x, 4x, 8x, 16x ).
<br>While this is still lower than increasing your screen resolution by the same factor, it can still increase the render workload by 50% or more in dense scenes.
<br>If you needs the extra performance, you may need accept some aliasing ( jaggies ).
<br>Since AA approximates a higher resolution, you may prefer disabling it in favor of choosing a higher resolution ( eg 1080p with 8xAA verses 1440p with no AA )
<br>Incidentally, if you have GPU power to spare you can either use your GPU driver settings to force even higher quality modes such as SSAA that performs sub-sampling to every pixel
<br>or configure TDM [[Performance_Tweaks#Lower_your_Render_Scale_(New_2.07)|Render Scale]] ( r_fboResolution ) above native resolution for a similar effect (see previous sub-section ).


create an autoexec.cfg in your darkmod directory and set:
<br>In the standard video settings, set AA to a lower value or 0


<pre>
<pre>


seta r_displayRefresh "60"
seta r_multiSamples "0"  


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


(Obviously increase to match your available mode.)


=== '''Set Object Detail to Low''' ===
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).


In the advanced video settings menu lower the Object detail slider below normal
AMD has MLAA which may also work well in the same way.


<pre>
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.
seta tdm_lod_bias "0.5"
<br>
</pre>
{{clear}}
<br>


in Darkmod.cfg (see also [[Object_detail]] )
<font size="4">


=== '''Set the ambient shading to "Faster"''' ===
=== '''Enable Multi-Core (new in v2.06)''' ===
</font>


Inside the settings, change the ambient rendering method to "Faster".
In 2.06 the engine splits the Frontend and Backend into separate threads if you
enable the Experimental "Multi-Core" setting in the Advanced Video settings GUI menu.


<pre>
<pre>
seta tdm_ambient_method "1"
 
seta com_smp "1"
 
</pre>
</pre>
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.)
'''In 2.09 this is enabled by default. The setting is no longer in the GUI.'''
(Note: In 2.08 most testing has shown that the "fast" Ambient offers no benefit. It is considered a deprecated setting.)


=== '''Set the interaction.vfp to "Standard"''' ===
==== Frontend Acceleration (new in v2.09+) ====


In the video settings menu, change the interaction shader to Standard. Lighting will not look as good, but you may gain a few frames per second.
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.


<s>
<pre>
<pre>


seta tdm_interaction_vfp_type "0"
seta r_useParallelAddModels "1"


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


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


'''In 2.08 this setting is'''
Also, you can increase the number of assigned cores:


<pre>
<pre>


seta r_interactionProgram "0"
seta jobs_numThreads "3"


</pre>
</pre>


<font size="3">
'''( See the [[Performance_Tweaks#Priority_and_Affinity|Affinity section]] above regarding cpu core management in relation to these options. )'''
{{clear}}
<br>
 
<font size="4">


=== '''Reduce your resolution!''' ===
=== '''Uncap FPS (New in v2.06)'''===
</font>
</font>
Run one game tick per graphics frame, rather than fixed 60 ticks per second.


On older cards, <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. 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 &ndash; but the frame rate improvements might make it much more playable.
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.


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


To edit Darkmod.cfg:
seta com_fixedTic "1"


* Uninstall any current mission in the New Mission menu.
</pre>
* Close Dark Mod
* Edit Darkmod.cfg in the darkmod folder
* Re-install the mission.
* Whenever you UNinstall and install another mission, these changes will migrate to those FMs as well.


(Alternatively, edit both the Darkmod.cfg in the darkmod folder AND the one in the current FM game folder, eg, fms\chalice.)
in Darkmod.cfg


Search down for these cvars first and replace them with the values shown:
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}}
<br>
==== 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.


<pre>
<pre>


seta r_mode "-1"
seta com_maxFPS "90"
seta r_customHeight "640"
seta r_customWidth "480"


</pre>
</pre>


alternate for wide screen monitors:
in Darkmod.cfg
 
<font size="4">
 
=== '''Shadow Settings''' ===
 
</font>


16:9 ratio
<font size="3">


<pre>
==== '''Change Shadow Mode (New 2.07)''' ====
seta r_mode "-1"
</font>
seta r_customwidth "1280"
seta r_customheight "720"
seta r_aspectratio "1"
</pre>


'''See also: [[Resolutions]]'''
<br>In TDM 2.07 we offer two different "Shadow Implementation" options in the GUI.


Note: The r_nvidiaOverride cvar forces Nvidia hardware with Soft Shadows to r_useFBO 1.
* Maps (Shadow Maps)
<br>This will force resolution to native resolution.


==== Lower your Render Scale (New 2.07) ====
* Stencil (Stencil Shadow Volumes)


The new "Render Scale" slider in 2.07 allows you to reduce the internal resolution that TDM
<br>Shadow Maps can perform better in scenes with fewer but larger light sources and less small shadow casters.
<br>will render to. Lowering this has a similar performance impact as lowering your resolution
<br>Shadow Map performance depends on the amount and speed of VRAM on you GPU
<br>but may have less visual degradation as the down-scaled pixels as bilinear filtered.
<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>(Below 65% of native resolution, the filtering makes the scene very blurry.)
<br>Stationary Lights + Big areas + Big Lights = Higher FPS with Maps
<br><br>Stencil can perform faster for systems with powerful CPU's and weak GPU's ( usually laptops ) because it mostly relies on fillrate.
<br>Stencil soft shadows sometimes run faster because they don't do calculations for "distance to blocker" ( contact hardening )
<br>Lots of small moving lights + confined spaces = Higher FPS with Stencil


Maps mode:
<pre>
<pre>


seta r_fboResolution "0.85"
seta r_shadows "2"


</pre>
</pre>


Note: With the r_fboResolution CVAR, you can also do the opposite...
Stencil mode:
<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'''.


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


'''Note''' that this setting might occasionally produce odd effects such as a grabbed object seems to move a little on release.
seta r_shadows "1"


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:
</pre>


g_fov 85
in Darkmod.cfg


or
<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 g_fov "85"
 
seta r_softShadowsQuality = 0
 
</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, 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
without increasing the quality level
 
<pre>


or bind a toggle
seta r_softShadowsRadius 2.0


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


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


See [[#Toggle_settings_in_realtime|Toggle Settings in Realtime]]
You can experiment with values between 1.5 and 3.5 or more.


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.
===== Single Pass Shadow Maps =====


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


<pre>
<pre>


seta image_anisotropy "0"  
seta "r_shadowMapSinglePass "1"


</pre>
</pre>


in Darkmod.cfg<br>
in Darkmod.cfg


Note: This has '''very little''' performance benefit for most GPU hardware.
2.10 Issues:
<br>This is also one of the few graphic settings that can be adjusted without requiring a
<br>vid_restart or restarting the engine.


{{clear}}
* 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'''


<font size="5">
===== Shadow Map Size =====


== '''Slow loading times''' ==
The larger the Shadow Map texture, the more detail and less artifacts you have further away from the light center or for small objects.
</font>
<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.


''Loading times for The Dark Mod are known to be on the long side. The main culprit is that the engine encodes mip-maps''
<pre>


''when loading textures. In the future, we may be able to address this by [[#RGTC_Normal_Map_Compression|compressing the normal maps]] or encoding them''
seta r_shadowMapSize "384"


''in a format that includes mip-maps.''
</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 impact of '''Volumetric Lights''' because they always use Shadow Maps regardless of Shadow Mode


''Some users have reported modest benefits to loading time when upgrading to an SSD but given the bottle-neck above CPU''
===== Max Light Size =====


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


<pre>


''Sometimes, beyond the normal expectation of slow loading, the load times are egregiously slow. In those cases it's''
seta r_maxShadowMapLight "1500"


''best to review the tuning options and workarounds below.''
</pre>


<font size="4">
=== '''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.


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:
seta r_ssao "1"
if you have a lower-end system, poor graphics card, or low ram, you will likely notice a performance hit ingame since you will now be using uncompressed textures.
 
</pre>
 
or
 
<pre>
 
seta r_ssao "0"


<pre style="max-width:35em">
seta image_useNormalCompression "0"
seta image_useCompression "0"
</pre>
</pre>


<s>NEW INFO: The Dark Mod has never really used Normal Map compression because it is incompatible with heightmap images
in Darkmod.cfg
<br> and it produces nasty artifacts for the texture scales we use.
<br> The current builds have had the RXGB swizzle disabled as of at least 2.0 standalone. (Probably as of v1.08 when the GPL executable sources were released.)
<br> There is no benefit to enabling normal map compression currently so feel free to set this to 0.</s>


The above "NEW INFO" appears to be wrong and is under investigation. Enabling normal map compression seems to reduce VRAM usage even though
==== SSAO Radius ====
we don't natively use it.


NEW INFO 2: v2.05 will have a new image_mipmapmode cvar. 0 = Software (original), 1 = Legacy GL, 2 Modern (default).
You can widen the SSAO radius to improve the appearance or shrink it to improve performance
<br> This will offload Mipmap generation to the video driver. Depending on the quality of your GPU driver this may improve or
<br> degrade texture loading performance. In my testing, mode 2 is a little slower than mode 0 on initial load but is substantially
<br> faster on reload or loading new FM's that use the same textures )


<pre>


Note: Disabling compression may lead to Malloc errors due to memory consumption.
seta r_ssao_radius "24"


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


See [[FAQ#Getting "Malloc Failure for #######" crash-to-desktop|Malloc Failure Errors]]
<font size="4">


<font size="3">
=== '''Reduce Color Depth (New in 2.08)''' ===
See [[#RGTC_Normal_Map_Compression|RGTC Normal Map Compression]] (hint hint)
</font>
</font>


<font size="5">
In TDM 2.08 the default Frame Buffer was upgraded to use 64-bit color to reduce color banding.
<br>Some GPU's have poor support for this format or render much slower. Consider revert to 32-bit.
<br>Change Color to 32-bit under the Advanced Video settings menu or:
 
<pre>


== The game is '''very''' slow! ==
seta r_fboColorBits "32"
</font>


If you get less than 10 FPS, or the game even stutters, please try this:
</pre>


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


<pre style="max-width:35em">
seta r_fboResolution "1"
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>
<s>NEW INFO: The Dark Mod has never really used Normal Map compression because it is incompatible with heightmap images
<br> and it produces nasty artifacts for the texture scales we use.
<br>The current builds have had the RXGB swizzle disabled as of at least 2.0 standalone. (Probably as of v1.08 when the GPL executable sources were released.)
<br> There is no benefit to enabling normal map compression currently so feel free to set this to 0 as shown above. </s>
(The above "NEW INFO" must be wrong somehow as disabling Normal Compression leads to significant VRAM usage. To be determined.)
Note: image_preload can increase the memory usage at load time, some lowend users have disabled this ( 0 ) to
get past [[FAQ#Getting_.22Malloc_Failure_for_.23.23.23.23.23.23.23.22_crash-to-desktop | malloc errors]] for going over your memory limits.


<font size="4">


<font size="4">
=== '''Disable Bloom''' ===
=== Frame Memory ===
</font>
</font>


'''New in TDM 2.08'''
In the advanced video settings menu make sure Bloom is disabled


<pre>
<pre>
r_frameIndexMemory
</pre>


and
seta r_bloom "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.


'''TDM versions older than 2.08'''


<font size="4">
Disable Postprocess in the GUI or set:


===Lightgem Calculation Optimizations===
<pre>
</font>


<font size="3">
seta r_postprocess "0"
====Lightgem interleaved calculation====
</font>


By default lightgem calculation occurs every frame. You can set lightgem calculation to happen only once
</pre>
<br> per several frames by setting tdm_lg_interleave console parameter to values higher than 1.
<br> For example, typing:


tdm_lg_interleave 3
in Darkmod.cfg


in console tells TDM to recalculate lightgem value every third frame.
<font size="4">
=== '''Run The Dark Mod in fullscreen''' ===
</font>


This tweak can increase average FPS, but it often produces noticeable stuttering, especially on slow machines
Running Darkmod in windowed mode might be quite a bit slower than fullscreen mode.
when your FPS is below 25 to 30FPS.


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


=====Lightgem interleave minimum FPS=====
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.


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


tdm_lg_interleave_min 40
in Darkmod.cfg


</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.
In 2.08 you can choose between Windowed, Fullscreen, and Borderless Windowed.
<br>
Fullscreen is the lowest latency option.
<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">
==== Fullscreen Windowed in Modern Windows Versions ====
==== Weak Lightgem (Not Recommended)====
</font>


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


<pre>
If you have a Nvidia card


seta tdm_lg_weak "1"  
* Open de Windows start menu and type: Nvidia control panel
* Click Manage 3D settings, on the left pan
* Under "I would like to use the following 3D settings" scroll down until you see "Vertical sync."
* Select Vertical sync choose "Force off" or " disable" ... from the drop down.


</pre>
For AMD


in Darkmod.cfg will disable the renderer based lightgem and use a simpler math-based solution.
* Click the Start button or Windows icon.
<br>It's a far less accurate lightgem but may allow weaker systems to play the game as a '''last resort'''.<br><br>
* Type "Catalyst control center" in the search bar.
* Press Enter on your keyboard.
* Click Gaming.
* Under "3D Application Settings" scroll down to "Wait for vertical refresh."
* Move the slider down to the side that says "Performance" so the text beneath it says Always Off.


(Note: The cost of lightgem calculation has been substantially lowered in TDM v2.05 and newer.
The above won't be necessary for users with variable refresh displays and video cards with variable refresh support such as G-Sync or Freesync.
<br>This may be an obsolete option in future releases.)




{{clear}}


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


=== Disabling standard graphics features ===
=== '''Disable V-sync''' ===
</font>
</font>


At the cost of some pretty severe scene quality, you can disable a number of independent graphic features
<br>In the standard video settings, disable vsync


that are non-essential to play.
<pre>
seta r_swapInterval "0"
</pre>


==== Image downsizing ====
in Darkmod.cfg<br><br><br>


TDM can automatically reduce texture resolution for all 3 supported texture types; diffuse,
<font size="3">'''NEW INFO!!!!'''
<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''',
Setting '''r_swapInterval "-1"''' enables "Adaptive Vsync" which only performs the sync action when you are at or above refresh rate.
e.g., '''"image_downSizeLimit" "256"'''.
<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.  


<pre>
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>


seta image_downSize "1"
==== Force Refresh Timing ====
seta image_downSizeLimit "256"


</pre>
(Related to vsync)


This reduces texture memory requirements and may completely alleviate hard drive thrashing. 
Some newer video cards may not properly report the refresh rate to this engine (typically digital output like DVI, HDMI, or DisplayPort)
There are similar cvars for bump and specular maps as well.  
This can cause lag, stutter, and uneven frame pacing.


Example: Downsize Normal Maps
create an autoexec.cfg in your darkmod directory and set:


<pre>
<pre>


seta image_downSizeBump "1"
seta r_displayRefresh "60"
seta image_downSizeBumpLimit "256"


</pre>
</pre>


Example: Downsize Specular maps
(Obviously increase to match your available mode.)


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


seta image_downSizeSpecular "1"
In the advanced video settings menu lower the Object detail slider below normal
seta image_downSizeSpecularLimit "64"


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


'''Obsolete Info: As of TDM 2.06 you may use image_downSize with post-processing (bloom) enabled!'''
in Darkmod.cfg (see also [[Object_detail]] )


<s>Note: We recommend that you disable post-processing before using image_downsize.


If you set image_downsizeLimit below 512, part or all of the screen wont render when post-processing enabled.
<font size="4">


If any image_downSizeLimit is set below your screen resolution, you will see visual errors when post-processing is enabled.</s>
==='''Field of View Decrease'''===


</font>


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


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


This is offset by the fact that v2.03 and higher don't render particles during the lightgem calculation.
g_fov 85


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


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


seta r_useSoftParticles "0"
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...


</pre>
g_fov 50


in Darkmod.cfg
or bind a toggle


==== Disable Fog ====
<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_skipFogLights "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.
<br>Not noticed any problem with restricted view.


in Darkmod.cfg
<font size="4">
=== '''Lower Anisotropic Filtering''' ===
</font>


==== Disable BlendLights ====
In the standard video settings, lower or disable AF


<pre>
<pre>


seta r_skipBlendLights "1"  
seta image_anisotropy "0"  


</pre>
</pre>


in Darkmod.cfg
in Darkmod.cfg<br>


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


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


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


Or, in Darkmod.cfg (see above) change the following line from "1" to "0":
'''NEW 2''': 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.


seta g_showplayershadow "0"


==== Disable Player Lantern Shadow====
=== Set the ambient shading to "Faster" '''( OBSOLETE in 2.09+)''' ===


You may notice a drop in performance while using the player lantern.
Inside the settings, change the ambient rendering method to "Faster".
<s>
<pre>
seta tdm_ambient_method "1"
</pre>
</s>
in Darkmod.cfg


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>
(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 )


==== Disable Particles ====
=== Set the interaction.vfp to "Standard" '''(OBSOLETE in 2.09+)''' ===


This will '''<u>seriously mar your image quality</u>'''. Flames, glares, and smoke will all be gone.
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 r_skipParticles "1"
seta tdm_interaction_vfp_type "0"


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


in Darkmod.cfg
in Darkmod.cfg


===== Disable all Ambient Surfaces =====
'''In 2.08 this setting is'''
 
Related to skipping particles, r_skipAmbient will get rid of any non-lit* particles
<br>(*most particles are additive blends and don't react to light)
<br>along with any other surfaces that don't change based on illumination (most decals, additive glowing windows, etc.).


<pre>
<pre>


seta r_skipAmbient "1"
seta r_interactionProgram "0"


</pre>
</pre>


in Darkmod.cfg
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}}


==== Disable Specular Maps ====
<font size="5">


Specular gives materials their shine. This option will make all surfaces shine-free.
== '''Slow loading times''' ==
</font>
 
'''OBSOLETE! TDM 2.10 has very fast loading times!'''
<br>The only setting that might improve loading times is "seta image_preload 0"


Note: This may not work with the Enhanced Ambient
<s>


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


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


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


in Darkmod.cfg
<pre style="max-width:35em">
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.


==== Disable Normal Maps ====
Note: Disabling compression may lead to Malloc errors due to memory consumption.


The main detail attribute for textures in Doom 3 \ Darkmod is the Normal Map.
You may be able to compensate by setting image_downsize options or use image_downsize instead of disabling compression. [[#Image downsizing|Image Downsizing]]


If you disable this your game will become really ugly.
See [[FAQ#Getting "Malloc Failure for #######" crash-to-desktop|Malloc Failure Errors]]


<pre>


seta r_skipBump "1"
<font size="5">


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


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


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


==== Disable Sky ====
<pre style="max-width:35em">
 
seta image_usePrecompressedTextures "1"
(New in v2.05) Pitch black sky with no clouds, Moon, or stars
seta image_useNormalCompression "1"
<pre>
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>


seta g_enablePortalSky "0"
Note: r_useShadowVertexProgram no longer exists in TDM. All shadow modes use GPU vertex operations.<br><br>


'''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 )


==== Disable Lip Sync ====
<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>


AI will not play lipsync animations
2.12 new performance defaults ( in addition to the standard performance defaults above )
<pre>
 
seta tdm_ai_opt_nolipsync "1"


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


in Darkmod.cfg


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


=== Use BFG style Portal Culling (new in v2.06) ===
<font size="4">


If you have a system that works well with Multi-Core ( com_smp 1) then you may
==='''Lightgem Calculation Optimizations'''===
consider enabling r_useBfgPortalCulling to reduce cache thrashing.
</font>


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


seta r_useBfgPortalCulling "1"
By default lightgem calculation occurs every frame. You can set lightgem calculation to happen only once
<br> per several frames by setting tdm_lg_interleave console parameter to values higher than 1.
<br> For example, typing:


</pre>
tdm_lg_interleave 3


in Darkmod.cfg
in console tells TDM to recalculate lightgem value every third frame.


In recent TDM versions, this tweak is more beneficial to single-core CPU's.
<br>Perhaps it's only current advantage is to assist with maintaining high FPS for 120+ hz monitors.


<font size="3">
This tweak can increase average FPS, but it often produces noticeable stuttering, especially on slow machines
===Drop in Frame Rates when Viewing Water===
when your FPS is below 25 to 30FPS.
</font>
<br>
 
{{clear}}
 
=====Lightgem interleave minimum FPS=====


Some players have reported a drastic drop in performance when an agitated water surface is in view. (This on a Radeon card.)
In TDM 2.05 there is a new tdm_lg_interleave_min cvar that allows you to set a cutoff point
<br>Try entering this in the console. It disables the water visible surface effects but at least it might let you play normally...
for FPS below which the Lightgem Interleave optimization takes effect.  
<br>It is set to 40 by default. If your FPS goes below 40 then tdm_lg_interleave returns to the default value of 1 internally to prevent stutter.  
<br>Depending on your sensitivity you may wish to increase this to 50 or more.


<pre>
<pre>


seta r_skipPostProcess "1"
tdm_lg_interleave_min 40


</pre>
</pre>


or
<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)


<s>
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>


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


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


<pre>
<pre>


seta r_bloom "0"
seta tdm_lg_weak "1"  


</pre>
</pre>


You can also set a key-bind to toggle this instead:
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>
 
(Note: The cost of lightgem calculation has been substantially lowered in TDM v2.05 and newer.
<br>This may be an obsolete option in future releases.)


<pre>


bind "z" "toggle r_bloom 0 1"


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


See [[#Toggle_settings_in_realtime|Toggle Settings in Realtime]]
=== '''Disabling standard graphics features''' ===
</font>


See also [[FAQ#Underwater_performance_poor|Underwater performance poor]]
At the cost of some pretty severe scene quality, you can disable a number of independent graphic features


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


== '''2.07 Experimental Features''' ==
<font size="4">
==== Texture Based Tweaks ====
</font>
</font>


These settings may offer some performance benefits with caveats \ bugs.
These changes reduce or remove texture data to improve performance on GPU's with low VRAM or memory low bandwidth


=== Single Pass Shadow Maps ===
===== Image downsizing =====


In attempt to mimic the Shadow tech in DOOM 2016, TDM 2.07 has a Shadow Map mode
TDM can automatically reduce texture resolution for all 3 supported texture types; diffuse,
where all shadow casting is gathered for a full scene in one pass:
<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''',
e.g., '''"image_downSizeLimit" "256"'''.


<pre>
<pre>


seta r_shadowMapSinglePass "1"
seta image_downSize "1"
seta image_downSizeLimit "256"


</pre>
</pre>


This mode does not seem to improve FPS for Nvidia hardware.
This reduces texture memory requirements and may completely alleviate hard drive thrashing. 
<br>This is probably because of the Nvidia's tiling (deferred rendering) hardware optimizations.
There are similar cvars for bump and specular maps as well.  
 
Example: Downsize Normal Maps
 
<pre>


=== Multi-light Shading ===
seta image_downSizeBump "1"
seta image_downSizeBumpLimit "256"


<s>
</pre>


Meant to be paired with single pass shadows (above), multi-light shading
Example: Downsize Specular maps
gathers all the lights of the same type into one pass.


<pre>
<pre>


seta r_testARBProgram "2"
seta image_downSizeSpecular "1"
seta image_downSizeSpecularLimit "64"


</pre>
</pre>


Note: This mode does not offer "Enhanced Ambient" rendering
====== Image Downsizing verses Lower Resolution ======


This mode does not seem to improve FPS for Nvidia hardware.
<br>Higher resolutions require larger frame buffers thus more VRAM, likewise higher resolution textures also consume VRAM
<br>This is probably because of the Nvidia's tiling (deferred rendering) hardware optimizations.
<br>This leads to the an interesting decision on visual tradeoffs.
<br><br>When you lower the resolution substantially, the overall visuals of the scene are roughly preserved in general way
<br>but the scene becomes sort of impressionistic, filled with artifacts, and somewhat hard to read
<br><br>When you instead lower texture resolution to the extreme, the scene remains sharp but takes on a more stylized \ cartoon aspect
<br>because all these high fidelity 3D objects are coated in blurry images. It makes TDM look like a beefed-up Nintendo 64 game.
<br>If you set image filtering to Nearest mode, TDM instead looks like a strange offset of Minecraft
<br><br>In this case, there is no objective winner.
<br><br>Some people actually prefer the low-texture options to the native presentation due to the interesting style or nostalgic appearance.  
<br>Whereas others will consider the extreme style variance to violate the immersion of the scene and would prefer to suffer with less
<br>scene fidelity for the sake of cohesion.
 
<br>Thread:


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


'''OBSOLETE: This was replaced by r_useMultiDraw in 2.08 but it currently does not work.'''
===== Disable Specular Maps =====


=== RGTC Normal Map Compression ===
Specular gives materials their shine. This option will make all surfaces shine-free.


Doom 3's original Normal Map compression RXGB was just a swizzled version of the S3TC compression
Note: This may not work with the Enhanced Ambient
<br>used elsewhere in the game. The swizzle allowed allowed artists to store more detail
<br>as the alpha channel has more bits of storage than the red.
<br>In practice, RXGB still doesn't look so great and nobody has done much work on compression optimization
<br>to improve how encoders use this format.<br><br>
ATI introduced a new way of compressing Normal Maps in 2004 called 3Dc which only requires 2 colors
<br>This has morphed into a few variants (BC5 or DXN built into DirectX, and LATC or RGTC in OpenGL).
<br>We chose RGTC since Intel supports it on very old hardware. It's the most cross-compatible.
<br>When RGTC is fully working, missions will require far less VRAM and memory bandwidth.
<br><br>'''Currently, it's almost completely working with only some Glass and Water shaders having bugs'''


<pre>
<pre>


seta image_useNormalMapCompression "2"
seta r_skipSpecular "1"


</pre>
</pre>


<br>The main benefit of compressed normal maps other than reduced memory footprint, is [[#Slow_loading_times|Loading Time]].
in Darkmod.cfg
<br>This will especially be true when the engine can use pre-compressed normal maps with mip-maps
 
<br>rather than encoding them on load.<br><br>
===== Disable Normal Maps =====


=== Skip Dynamic Shadows ===
The main detail attribute for textures in Doom 3 \ Darkmod is the Normal Map.


Only render shadows from Stationary lights.
If you disable this your game will become really ugly.
This will break missions where players might need to hide in a moving shadow.


<pre>
<pre>


seta r_skipDynamicShadows "1"
seta r_skipBump "1"


</pre>
</pre>


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


== '''Lower Sound Quality''' ==
===== Disable all Ambient Surfaces =====
</font>


=== Force 22khz ===
Related to skipping particles, r_skipAmbient will get rid of any non-lit* particles
<br>(*most particles are additive blends and don't react to light)
<br>along with any other surfaces that don't change based on illumination (most decals, additive glowing windows, etc.).


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


'''(This is fixed in 2.07)'''
seta r_skipAmbient "1"


You can force 22khz audio processing to reduce the CPU overhead of audio processing.
</pre>
 
in Darkmod.cfg
 
<font size="4">
 
==== Light and Fog tweaks ====
</font>
 
These tweaks reduce or eliminate the impact of fogs and volumetric light effects which are often heavier than normal lights.
 
<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>
 
seta r_volumetricEnable "0"
 
</pre>


Obviously, EAX effects will increase CPU load for audio so you should consider disabling
in Darkmod.cfg


those before lowering audio quality. If normal audio plays fine but EAX causes performace,
====== Disable Volumetric Shadows ======


this change might give you a boost while EAX is enabled.
Volumetric Lights force expensive Shadow Maps in Stencil Mode. You can disable that via


<pre>
<pre>


seta s_force22kHz "1"
seta r_volumetricForceShadowMaps "0"


</pre>
</pre>


=== Disable EFX reverb (new 2.06) ===
in Darkmod.cfg
 
 
The new EFX audio option (equivalent to EAX) has some impact on mission performance due to additional reverb calculation.
====== Lower Volumetric Samples ======
<br>Disable this option for extra performance. Especially if you get big stutter or lockup events opening doors from indoor
 
to outdoor areas
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.
<font size="5">
 
 
<pre>
=='''Gameplay Performance Tips'''==
 
</font>
seta r_volumetricSamples "16"
 
 
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>
</pre>
 
 
* '''Revert to 2.03 Search behavior'''<br>
in Darkmod.cfg
 
 
<pre>  
<font size="3">
seta tdm_ai_search_type "1"
 
</pre>
===== Disable BlendLights =====
  '''The new AI "hiding spot" routines in 2.04 (and newer) are more CPU intensive that 2.03's search method'''<br><br>
</font>
 
 
* 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.
<pre>
* 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.
seta r_skipBlendLights "1"
* 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.
 
</pre>
 
in Darkmod.cfg
 
<font size="3">
 
===== Disable Fog =====
</font>
 
<pre>
 
seta r_skipFogLights "2"
 
</pre>
 
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)
 
<font size="4">
 
==== 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 )=====
 
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:
 
<pre>
 
seta r_useSoftParticles "0"
 
</pre>
 
in Darkmod.cfg
 
===== Disable Particles =====
 
This will '''<u>seriously mar your image quality</u>'''. Flames, glares, and smoke will all be gone.
 
<pre>
 
seta r_skipParticles "1"
 
</pre>
 
in Darkmod.cfg
.
<font size="4">
 
==== Entity Shadow Tweaks ====
</font>
 
===== 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.<br>This helps improve performance slightly when using the lantern.<br><br>
 
<font size="4">
 
==== Disable Sky ====
</font>
 
(New in v2.05) Pitch black sky with no clouds, Moon, or stars
<pre>
 
seta g_enablePortalSky "0"
 
</pre>
 
in Darkmod.cfg
 
<font size="4">
 
==== Disable Lip Sync ====
</font>
 
AI will not play lipsync animations
<pre>
 
seta tdm_ai_opt_nolipsync "1"
 
</pre>
 
in Darkmod.cfg
 
<font size="4">
 
=== '''Frame Memory''' ===
</font>
 
'''New in TDM 2.08'''
 
<pre>
r_frameIndexMemory
</pre>
 
and
 
<pre>
r_frameVertexMemory
</pre>
 
Increasing frame memory may help avoid crashing or slow-down when a scene suddenly requires more resources.
<br>If you are VRAM limited, consider lowering texture quality ( [[#Image_downsizing|image_downsize]] ) or [[#Lower_your_Render_Scale_.28New_2.07.29|resolution scale]]
before increasing these.
 
<font size="3">
 
===OBSOLETE Drop in Frame Rates when Viewing Water===
</font>
 
Some players have reported a drastic drop in performance when an agitated water surface is in view. (This on a Radeon card.)
<br>Try entering this in the console. It disables the water visible surface effects but at least it might let you play normally...
 
<pre>
 
seta r_skipPostProcess "1"
 
</pre>
 
or
 
<s>
<pre>
 
seta r_postprocess "0"
 
</pre>
</s>
 
<pre>
 
seta r_bloom "0"
 
</pre>
 
You can also set a key-bind to toggle this instead:
 
<pre>
 
bind "z" "toggle r_bloom 0 1"
 
</pre>
 
See [[#Toggle_settings_in_realtime|Toggle Settings in Realtime]]
 
See also [[FAQ#Underwater_performance_poor|Underwater performance poor]]
 
TDM 2.12 has improved underwater performance. It no longer uses the postprocess pipeline.
 
<font size="5">
 
== '''Experimental Features''' ==
</font>
 
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
<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>
 
seta r_shadowMapCullFront "1"
 
</pre>
 
=== Alpha Tested Shadow Maps ( New 2.12 ) ===
 
Shadow Maps can cast shadows through transparent parts of textures. This is not currently possible with stencil shadows.
<br>To enable this feature:
 
<pre>
 
seta r_shadowMapsAlphaTested "1"
 
</pre>
 
in Darkmod.cfg
 
<br>Note: Be advised that this consumes more performance so if this is enabled then consider disabling it if you are struggling with performance
<br>
 
=== OBSOLETE Single Pass Light Rendering ( 2.09 ) ===
<br>
'''THIS OPTION DOES NOT WORK IN 2.11'''
<br><br>
Similar to modern "Forward+" rendering, all '''lights''' and shadows are calculated beforehand and rendered in one pass.
 
<pre>
 
seta r_shadowMapSinglePass "2"
 
</pre>
 
in Darkmod.cfg
<br><br>
 
You have probably noticed that this uses the same CVAR that single pass shadows uses.
<br>Single Pass lighting requires Single Pass shadows.
 
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.
 
=== 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
 
<pre>
 
seta r_useAnonReclaimer "1"
 
</pre>
 
2.06
 
<pre>
 
seta r_useBfgPortalCulling "1"
 
</pre>
 
in Darkmod.cfg
 
 
 
 
=== Skip Dynamic Shadows ===
 
Only render shadows from Stationary lights.
This will break missions where players might need to hide in a moving shadow.
 
<pre>
 
seta r_skipDynamicShadows "1"
 
</pre>
 
<font size="5">
 
== '''Lower Sound Quality''' ==
</font>
 
=== Force 22khz ===
 
'''<s>2.06: Do not use this optimization. It is known to cause issues with loading missions on some OpenAL hardware:<br>
http://bugs.thedarkmod.com/view.php?id=4814</s>
'''
 
'''(This is fixed in 2.07)'''
 
You can force 22khz audio processing to reduce the CPU overhead of audio processing.
 
Obviously, EAX effects will increase CPU load for audio so you should consider disabling
 
those before lowering audio quality. If normal audio plays fine but EAX causes performace,
 
this change might give you a boost while EAX is enabled.
 
<pre>
 
seta s_force22kHz "1"
 
</pre>
 
=== Disable EFX reverb (new 2.06) ===
 
The new EFX audio option (equivalent to EAX) has some impact on mission performance, due to additional reverb calculation by the CPU.
<br>Disable this option for extra performance. Especially if you get big stutter or lockup events opening doors from indoor
to outdoor areas.
<br>This option, disabled by default, is toggled with the main menu's "Audio/OpenAL EFX".
 
Turning on this option makes no performance or audio difference if the mapper didn't include an EFX file. For more about that, see [[Setting Reverb Data of Rooms (EAX)]].
 
<font size="5">
 
=='''Gameplay Performance Tips'''==
</font>
 
If you have done everything else you can and performance is still poor then one or two things you might do in game to help:<br><br>
 
* '''Revert to 2.03 Search behavior'''<br>
 
<pre>  
seta tdm_ai_search_type "1"
</pre>
  '''The new AI "hiding spot" routines in 2.04 (and newer) are more CPU intensive 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}}
 
== '''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.
<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}}


<font size="5">
<font size="5">
Line 1,347: Line 1,950:
</font>
</font>


The Dark Mod 1.0 was released in 2009. The average mission designer and player of that time had a Geforce 6600GT and AMD Athlon 64 X2 2GHZ.
=== OBSOLETE Configure Video RAM ===
 
While some missions were playable all the way down to a P4 2.8GHZ with an FX5200, 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 high-end card in 2009.
Low-power mobile chips are known to throttle under heavy load, especially when using integrated graphics.
 
=== Configure Video RAM ===


Change:  
Change:  
Line 1,388: Line 1,984:


* 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 '''less than 2 GByte''' main memory, consider upgrading your memory. This really helps to reduce swapping, which introduces quite noticeable slowdowns.
* If you got a graphic card from NVidia older than the GF 7x00 series, consider upgrading it.
* If you got a graphic card from NVidia older than the Geforce 8x00 series, consider upgrading it.
* For comparison, see '''[[Known_System_Configurations|Known System Configurations]]''' to see the weakest hardware known to run current TDM versions.
* For comparison, see '''[[Known_System_Configurations|Known System Configurations]]''' to see the weakest hardware known to run current TDM versions.


Line 1,397: Line 1,993:
Upgrading the hard disk will usually not help much with gaming, unless you are running out of free space.
Upgrading the hard disk will usually not help much with gaming, unless you are running out of free space.


Some users have reported that SSD has improved loading times but the bigger problem with load times
SSD / NVME storage have improved loading times, especially on 2.10 and newer
 
is Mip-Map generation which is CPU \ Memory bandwidth limited.


<font size="5">
<font size="5">
Line 1,452: Line 2,046:
=== Related FXAA ===
=== Related FXAA ===


(2.07)
( 2.07+ )


If you disable in-game AA in favor of FXAA in your driver settings, text will be a little blurrier.
If you disable in-game AA in favor of FXAA in your driver settings, text will be a little blurrier.

Latest revision as of 01:26, 16 April 2024

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

Minimum Specifications

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

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

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

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

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


Optimizing the OS performance

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


All OS Variants: File Permissions

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

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

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

Linux UEFI Secure Boot

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

Stop running programs in the background

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

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

Ensure that Programs are the main priority in the OS

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

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

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

You will see a section Processor Scheduling

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

White-list TheDarkMod.exe in Security Software

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

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

Windows 10 Granular Security Options

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

Please review:

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

and disable the security options you feel are excessive.

Priority and Affinity

Windows Priority and Affinity

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

Set TheDarkMod to High Priority
  • Launch TheDarkMod

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

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

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

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

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

(Assuming you installed into C:\darkmod)

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

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

  • Launch TheDarkMod
  • Alt + Enter to exit fullscreen

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

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

As with Priority you can set Affinity in your shortcut.

Example Target:


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

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

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

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

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

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

Windows Combined Example

You can include both priority and affinity switches in your shortcut


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

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

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

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

Process Management Note

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

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

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

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

Linux Priority and Affinity

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

Linux Priority

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

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

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

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

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

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

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

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

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

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

lscpu -e

Example:

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

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

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

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

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

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

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

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

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

Linux Combined Example

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

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


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

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


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

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

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.

Driver Considerations

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

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

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

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

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


Intel ( new 2.09 )

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


r_gpuBufferNonpersistentUpdateMode "1"

r_usePersistentMapping 0


(AMD\ATI) Disable Catalyst AI

2018: The latest Radeon Crimson and Adrenalin Drivers:

Surface Format Optimization = OFF

Disable Catalyst AI in recent AMD Drivers

(AMD\ATI) Rename the executable

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

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

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

Known working renames:

DarkAthena.exe (thus far the most consistent improvement)

Doom3BFG.exe

Wolf2MP.exe

Amnesia.exe

Brink.exe

Prey.exe

(Nvidia) Optimus Laptop wont use your Nvidia GPU

See also: [1]

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

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

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

Nvidia Profiles.jpg



(Nvidia) Disable the Streamer Service

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

On the Extended Tab locate "Nvidia Streamer Network Service"

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

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

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

Do the same for "Nvidia Streamer Service"

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

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

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


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

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

recognize or know is safe to disable.


NEW INFO:

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



(Nvidia) Disable Threaded Optimizations

Open Nvidia Control Panel ->

Manage 3D Settings ->

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

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

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

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



Lower in-driver quality settings

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

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

Try different driver versions

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

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

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

See also Upgrade your BIOS


Optimizing Dark Mod settings

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
before tinkering with any other setting changes. ( Especially if you haven't done this for a few upgrade cycles. )

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

Mission Updates

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



――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――

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

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

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


Conventions

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

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


seta r_softShadowsRadius "2"

OBSOLETE SUGGESTIONS

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

Temporary Testing

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

Example:

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


r_softShadowsRadius 2

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

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

See also: Toggle settings in realtime

Launch Options

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

Example with two cvars:

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

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

(Assuming you installed into C:\darkmod)

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

See also Set TheDarkMod to High Priority

――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――


Reduce your resolution!

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

Screen Resolution

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

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


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

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


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

alternate for wide screen monitors:

16:9 ratio

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

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


Lower your Render Scale (New 2.07)

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


seta r_fboResolution "0.85"

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

Image Sharpening (New 2.09)

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


seta r_postprocess_sharpen "1"
seta r_postprocess_sharpness "0.7"


Lower Anti-aliasing

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


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


seta r_multiSamples "0" 

in Darkmod.cfg


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

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

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

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


Enable Multi-Core (new in v2.06)

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


seta com_smp "1"

in Darkmod.cfg

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

Frontend Acceleration (new in v2.09+)

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


seta r_useParallelAddModels "1"

In TDM 2.11 this is enabled by default.

Also, you can increase the number of assigned cores:


seta jobs_numThreads "3"

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


Uncap FPS (New in v2.06)

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

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

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


seta com_fixedTic "1"

in Darkmod.cfg

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


Max FPS (New in 2.08 )

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


seta com_maxFPS "90"

in Darkmod.cfg

Shadow Settings

Change Shadow Mode (New 2.07)


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

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


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

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

Maps mode:


seta r_shadows "2"

Stencil mode:


seta r_shadows "1"

in Darkmod.cfg

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

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


seta r_softShadowsQuality = 0

in Darkmod.cfg


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


seta r_softShadowsRadius 2.0

in Darkmod.cfg

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

Single Pass Shadow Maps

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


seta "r_shadowMapSinglePass "1"

in Darkmod.cfg

2.10 Issues:

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

NEW - This is enabled by default in 2.12

Shadow Map Size

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


seta r_shadowMapSize "384"

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

Max Light Size

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


seta r_maxShadowMapLight "1500"

Lower or Disable Ambient Occlusion (New in 2.08)

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


seta r_ssao "1"

or


seta r_ssao "0"

in Darkmod.cfg

SSAO Radius

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


seta r_ssao_radius "24"

Reduce Color Depth (New in 2.08)

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


seta r_fboColorBits "32"

in Darkmod.cfg


Disable Bloom

In the advanced video settings menu make sure Bloom is disabled


seta r_bloom "0"

in Darkmod.cfg

TDM versions older than 2.08

Disable Postprocess in the GUI or set:


seta r_postprocess "0"

in Darkmod.cfg

Run The Dark Mod in fullscreen

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

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


seta r_fullscreen "1"

in Darkmod.cfg


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

Fullscreen Windowed in Modern Windows Versions

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

If you have a Nvidia card

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

For AMD

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

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


Disable V-sync


In the standard video settings, disable vsync

seta r_swapInterval "0" 

in Darkmod.cfg


NEW INFO!!!!

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

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



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

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

Force Refresh Timing

(Related to vsync)

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

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


seta r_displayRefresh "60"

(Obviously increase to match your available mode.)

Set Object Detail to Low

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

seta tdm_lod_bias "0.5"

in Darkmod.cfg (see also Object_detail )


Field of View Decrease

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

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

g_fov 85

or

seta g_fov "85"

in Darkmod.cfg

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

g_fov 50

or bind a toggle

bind "z" "toggle g_fov 50 90";

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

See Toggle Settings in Realtime

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

Lower Anisotropic Filtering

In the standard video settings, lower or disable AF


seta image_anisotropy "0" 

in Darkmod.cfg

Note: This has very little performance benefit for most GPU hardware.


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

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

NEW 2: In 2.11, bindless texture support was removed due to multiple issues with AMD drivers.
You should be able to change anisotropic filtering settings in the GUI without encountering stutters.


Set the ambient shading to "Faster" ( OBSOLETE in 2.09+)

Inside the settings, change the ambient rendering method to "Faster".

seta tdm_ambient_method "1"

in Darkmod.cfg

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

Set the interaction.vfp to "Standard" (OBSOLETE in 2.09+)

In the video settings menu, change the interaction shader to Standard. Lighting will not look as good, but you may gain a few frames per second.


seta tdm_interaction_vfp_type "0"

in Darkmod.cfg

In 2.08 this setting is


seta r_interactionProgram "0"

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

Slow loading times

OBSOLETE! TDM 2.10 has very fast loading times!
The only setting that might improve loading times is "seta image_preload 0"

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

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

 seta image_useNormalCompression "0"
 seta image_useCompression "0"
 seta image_preload "0"

New 2.10+ cvars ( defaults ) for fast loading times:

 seta image_levelLoadParallel "1"
 seta image_useTexStorage "1"
 seta image_mipmapMode "0"

In 2.10 the RXGB normal map compression format has been replaced the higher quality RGTC format.

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

You may be able to compensate by setting image_downsize options or use image_downsize instead of disabling compression. Image Downsizing

See Malloc Failure Errors


The game is very slow!

Note: The advised performance defaults below should mostly already be set by default on upgrade.
Please consider deleting darkmod.cfg after upgrading to restore these defaults.

If you get less than 10 FPS, or the game even stutters, please try this:

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

 seta image_usePrecompressedTextures "1"
 seta image_useNormalCompression "1"
 seta image_useAllFormats "1"
 seta image_useCompression "1"
 seta image_preload "1"
 seta r_useCachedDynamicModels "1"
 seta r_useShadowVertexProgram "1"
 seta r_useEntityCulling "1"
 

Note: r_useShadowVertexProgram no longer exists in TDM. All shadow modes use GPU vertex operations.

OBSOLETE 2.09 performance defaults

 seta r_useMultiDrawIndirect "1"
 seta r_useBindlessTextures "1"

2.11 new performance defaults ( in addition to the standard performance defaults above )

 seta r_useNewBackend "1"
 seta r_modelBvhBuild "1"
 seta com_smp "1"
 seta r_useParallelAddModels "1"
 seta r_usePersistentMapping "1"
 seta com_useMinorTics "1"
 seta com_fixedTic "1"
 seta com_maxFPS "166"

2.12 new performance defaults ( in addition to the standard performance defaults above )

 seta r_useLightPortalFlow "2"
 seta r_useLightPortalFlowCulling "1"
 seta r_softShadowsMipmaps "1"
 seta r_useEntityScissors "1" 
 seta r_animationBounds "1"
 seta r_useNewRenderPasses "1"
 seta r_shadowMapSinglePass "1"


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

Lightgem Calculation Optimizations

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.

In recent TDM versions, this tweak is more beneficial to single-core CPU's.
Perhaps it's only current advantage is to assist with maintaining high FPS for 120+ hz monitors.

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

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.

(Note: The cost of lightgem calculation has been substantially lowered in TDM v2.05 and newer.
This may be an obsolete option in future releases.)


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 memory low bandwidth

Image downsizing

TDM can automatically reduce texture resolution for all 3 supported texture types; diffuse,
normal (bump), and specular. Systems with very low quantities of VRAM or low memory bandwidth benefit from this change.

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


seta image_downSize "1"
seta image_downSizeLimit "256"

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

Example: Downsize Normal Maps


seta image_downSizeBump "1"
seta image_downSizeBumpLimit "256"

Example: Downsize Specular maps


seta image_downSizeSpecular "1"
seta image_downSizeSpecularLimit "64"

Image Downsizing verses Lower Resolution


Higher resolutions require larger frame buffers thus more VRAM, likewise higher resolution textures also consume VRAM
This leads to the an interesting decision on visual tradeoffs.

When you lower the resolution substantially, the overall visuals of the scene are roughly preserved in general way
but the scene becomes sort of impressionistic, filled with artifacts, and somewhat hard to read

When you instead lower texture resolution to the extreme, the scene remains sharp but takes on a more stylized \ cartoon aspect
because all these high fidelity 3D objects are coated in blurry images. It makes TDM look like a beefed-up Nintendo 64 game.
If you set image filtering to Nearest mode, TDM instead looks like a strange offset of Minecraft

In this case, there is no objective winner.

Some people actually prefer the low-texture options to the native presentation due to the interesting style or nostalgic appearance.
Whereas others will consider the extreme style variance to violate the immersion of the scene and would prefer to suffer with less
scene fidelity for the sake of cohesion.


Thread:

https://forums.thedarkmod.com/index.php?/topic/19498-image_downsize-in-206/



Disable Specular Maps

Specular gives materials their shine. This option will make all surfaces shine-free.

Note: This may not work with the Enhanced Ambient


seta r_skipSpecular "1"

in Darkmod.cfg

Disable Normal Maps

The main detail attribute for textures in Doom 3 \ Darkmod is the Normal Map.

If you disable this your game will become really ugly.


seta r_skipBump "1"

in Darkmod.cfg

Disable all Ambient Surfaces

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


seta r_skipAmbient "1"

in Darkmod.cfg

Light and Fog tweaks

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

Disable Volumetric Lights (New in v2.11)

Volumetric lights force shadow map rendering for their light radius ( per light ).
If you have a GPU with low VRAM or poor VRAM bandwidth ( less than 128-bit bus, integrated graphics, etc),
it may be worthwhile to disable them or reduce your default shadow map resolution ( r_shadowMapSize ).

To disable volumetrics entirely, set:


seta r_volumetricEnable "0"

in Darkmod.cfg

Disable Volumetric Shadows

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


seta r_volumetricForceShadowMaps "0"

in Darkmod.cfg

Lower Volumetric Samples

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


seta r_volumetricSamples "16"

in Darkmod.cfg

Disable BlendLights


seta r_skipBlendLights "1" 

in Darkmod.cfg

Disable Fog


seta r_skipFogLights "2" 

in Darkmod.cfg

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

Particle Tweaks

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

Disable Soft Particles ( New in 2.03 )

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

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

Still, if you want an extra boost then set:


seta r_useSoftParticles "0"

in Darkmod.cfg

Disable Particles

This will seriously mar your image quality. Flames, glares, and smoke will all be gone.


seta r_skipParticles "1"

in Darkmod.cfg .

Entity Shadow Tweaks

Disable Player Shadow

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

g_showplayershadow 0

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

seta g_showplayershadow "0"

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

Disable Player Lantern Shadow

You may notice a drop in performance while using the player lantern.

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

Disable Sky

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


seta g_enablePortalSky "0"

in Darkmod.cfg

Disable Lip Sync

AI will not play lipsync animations


seta tdm_ai_opt_nolipsync "1"

in Darkmod.cfg

Frame Memory

New in TDM 2.08

r_frameIndexMemory 

and

r_frameVertexMemory

Increasing frame memory may help avoid crashing or slow-down when a scene suddenly requires more resources.
If you are VRAM limited, consider lowering texture quality ( image_downsize ) or resolution scale before increasing these.

OBSOLETE Drop in Frame Rates when Viewing Water

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


 seta r_skipPostProcess "1"

or


seta r_postprocess "0"


seta r_bloom "0"

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


bind "z" "toggle r_bloom 0 1"

See Toggle Settings in Realtime

See also Underwater performance poor

TDM 2.12 has improved underwater performance. It no longer uses the postprocess pipeline.

Experimental Features

These settings may offer some performance benefits with caveats \ bugs.

Shadow Map Cull Front

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


seta r_shadowMapCullFront "1"

Alpha Tested Shadow Maps ( New 2.12 )

Shadow Maps can cast shadows through transparent parts of textures. This is not currently possible with stencil shadows.
To enable this feature:


seta r_shadowMapsAlphaTested "1"

in Darkmod.cfg


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

OBSOLETE Single Pass Light Rendering ( 2.09 )


THIS OPTION DOES NOT WORK IN 2.11

Similar to modern "Forward+" rendering, all lights and shadows are calculated beforehand and rendered in one pass.


seta r_shadowMapSinglePass "2"

in Darkmod.cfg

You have probably noticed that this uses the same CVAR that single pass shadows uses.
Single Pass lighting requires Single Pass shadows.

This mode (2) does not seem to improve FPS for some Nvidia hardware.
This is probably because of the Nvidia's tiling (deferred rendering) hardware optimizations.

Use BFG style Portal Culling (new in v2.06)

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

2.07 and newer


seta r_useAnonReclaimer "1" 

2.06


seta r_useBfgPortalCulling "1"

in Darkmod.cfg



Skip Dynamic Shadows

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


seta r_skipDynamicShadows "1"

Lower Sound Quality

Force 22khz

2.06: Do not use this optimization. It is known to cause issues with loading missions on some OpenAL hardware:
http://bugs.thedarkmod.com/view.php?id=4814

(This is fixed in 2.07)

You can force 22khz audio processing to reduce the CPU overhead of audio processing.

Obviously, EAX effects will increase CPU load for audio so you should consider disabling

those before lowering audio quality. If normal audio plays fine but EAX causes performace,

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


seta s_force22kHz "1"

Disable EFX reverb (new 2.06)

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

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

Gameplay Performance Tips

If you have done everything else you can and performance is still poor then one or two things you might do in game to help:

  • Revert to 2.03 Search behavior
 
seta tdm_ai_search_type "1"
The new AI "hiding spot" routines in 2.04 (and newer) are more CPU intensive that 2.03's search method

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

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

Hardware Considerations

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" 

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.

Last resort: Upgrade your hardware

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

  • If you got less than 2 GByte main memory, consider upgrading your memory. This really helps to reduce swapping, which introduces quite noticeable slowdowns.
  • If you got a graphic card from NVidia older than the Geforce 8x00 series, consider upgrading it.
  • 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.

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

SSD / NVME storage have improved loading times, especially on 2.10 and newer

Toggle settings in realtime

With the exception of Resolution, AA, and AF settings; most of the above settings can be changed in realtime in the console or via a bind in Darkmod.cfg.

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


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

in Darkmod.cfg

A Warning about cm_backFaceCull

Some users have reported AI pathfinding and tread-milling issues with this enabled. While this can be the fault of poor map design or monsterclip placement,
one thing that can cause this is the performance cvar:


seta cm_backFaceCull "1"

This cvar does improve performance but it is not worth the hassle in most cases.
We recommend disabling it (cm_backFaceCull "0" ) unless you know the mission you're playing has been tested with it enabled.

Blurry Briefing and Menu Screens

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

If you get blurry briefing and menu screens then in Darkmod.cfg make sure you do NOT have image_downSize 0.

Instead set it to 1. But see also Image Downsizing as there is a patch available to allow

image_downsize without making menus blurry.

Related FXAA

( 2.07+ )

If you disable in-game AA in favor of FXAA in your driver settings, text will be a little blurrier. This is a known problem with FXAA in general.

See also

| Tweakguides Doom 3

See also the FAQ.