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>> No.3808272 [View]
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3808272

>>3808194
GZDoom isn't well optimized in the slightest.

>voxels are actually individual 1x1x1 polygons, meaning you might as well not use them at all and instead make fake voxel models because the way GZDoom handles (what it calls) voxels kills the entire concept
>every individual object is a decorate actor, which is not a a huge problem most of the time, but you'll notice it in large and detailed maps, all those actors making checks across all those linedefs will bring any system to a crawl (some of Lainos' maps aren't even playable in GZDoom)
>adjustable dynamic lights were actually REMOVED and made fixed, meaning you can't adjust dynamic lights to suit your performance needs (the reasoning was that them being adjustable broke custom user maps, when this change actually breaks countless previous maps)

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