New release (FastDoom 0.66) !!
- Savegames are working again (broken in 0.6). Still not compatible with vanilla doom savegames, but at least it's working (latest version with compatible savegames is 0.5).
- Potato detail mode is now selectable from the options menu. Also it's selectable by pressing F5 ingame.
- Support for unlimited sprites. Doom II MAP30 now doesn't crash if there are too many enemies. Also NUTS.WAD is partially working (albeit your 386 won't be doing 144 fps 🤣).
- Experimental new uncapped fps mode. Enabled with "-uncapped". It has rendering problems and won't interpolate movement between frames. It allows you to see how "fast" can be your pc in realtime.
- Added "-forcePQ", "-forceLQ" and "-forceHQ" parameters. It allows setting the video detail quality from command line. Useful for benchmarks.
- More internal optimizations.
Grab it here! https://github.com/viti95/FastDoom/releases/tag/0.66
@alvaro84 i'll check the CT2810 Vibra16 support, I tried FastDoom with my Vibra16XV (a real pain in the ass sound card) and it was working both sound and music. How do you initialize the sound card? And what is your base port/IRQ/DMA configuration?
@radiounix @xjas try the parameter "-flattersurfaces", it gives a good speedup even on low mode. Although is difficult to get good framerates without external cache. Doom depends a lot in lookup tables to get Sines, Tangent and Cosines calculations, and those are stored in RAM memory. Also all the textures are stored in RAM memory. That's why it's so important to have big external caches with Doom, RAM access it's really slow in 386/486 pc's, and the cache fixes that problem. That's why the 486s are much faster than the 386s, having fast integrated L1 cache makes the difference.