Fullscreen Anti Aliasing in gzdoom under opengl

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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doomexpert
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Fullscreen Anti Aliasing in gzdoom under opengl

Post by doomexpert »

read this:

http://forum.zdoom.org/viewtopic.php?f=18&t=16568

they said that is possible but another issue is about the blurry sprites, i think a little blur can be very nice good looking!
i play a couple of years with gzdoom and i ask myself is it possible to render AA in gzdoom because if you somewhere are in a big map then at a far distance pixels dissapear if you move your mouse one pixel up or down. i dont know horizontally but vertically i saw the problem. i know in modern games like crysis you have AA but thats decrease the performance a lot. so i think gzdoom is the best port for AA. and for people who dont want aa they must be able to turn it off

there is a command line: +gl_vid_multisample 4 so later it would save in your ini file. now i have AA 4x i think?
but my question is, to put that option in gzdoom menu so you can set it too 2 or 3 or 4x. 4x is not enough. tree sprites loses or change pixels but much better then no AA:)
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Graf Zahl
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Re: Fullscreen Anti Aliasing in gzdoom under opengl

Post by Graf Zahl »

What prevents you from using a higher value than 4?
doomexpert
Posts: 103
Joined: Tue May 04, 2010 7:57

Re: Fullscreen Anti Aliasing in gzdoom under opengl

Post by doomexpert »

i know you can it set to max 8. the differents is observable but 4 is better for performance i think.
i just read it this night that you can use the parameter +gl_vid_multisample 8 and never knew that before. that's the thing, if that option was in the menu i might always playing with 4X AA. now i have 4x AA and that's is very abservable and better.
horizontally fixes the problem too at a far distance.
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