Re: Vavoom engine advanced renderer test
Posted: Wed May 19, 2010 14:33
Why don't I get 85 Hz then? Is there any way to force a refresh rate? 60 Hz hurts my eyes on a CRT monitor.Firebrand wrote: Vavoom uses the refresh rate that is set on Windows, I've got mine set to 75 Hz, with the recent changes I can't get more than 70 FPS, even when drawing the automap, performance with the new rendering methods still needs improvements, but it's not easy to get it to the best, I hope that with the time we'll improve them as much as possible .
The end result what gets rendered is mostly the same, i.e. polygons for walls and triangle fans for subsectors. Doing the lighting is certainly doable but this requires one thing that does not exist: A motivated programmer with lots of time to spend on such a feature.As for porting dynamic lights, Vavoom's renderer it's very different from the GZDoom renderer, for starters, it's polygonal (based on the Quake renderer) while GZDoom is a slightly modified Doom renderer, I'm sure that it's possible to adapt the renderer to display shadows as the ones in Vavoom, but it might require heavy modifications.