0.9.23
Moderator: Graf Zahl
- Graf Zahl
- GZDoom Developer
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Nice.. Quality mode filtering finally does fix the ATI problem... great job Graf. This is more impressive than Doomsday because it has to use some sort of node builder (I don't know why personally, but whatever I guess). It seems to render just as well as Doomsday and that's great. The rendering itself doesn't really do too much to performance (I'm already using a fairly decent CPU, so it probably is not as noticable). I've yet to find any bugs relating to it (well, besides the heap corruption one) but as I said, it looks good.
Now, only if there was a Direct3D renderer... but that's asking too much I guess. If you do get around to implementing it, it will be more impressive than Vavoom (well, I'm biased because there's too many freaking Strife bugs in Vavoom).
Keep up the good work.
Now, only if there was a Direct3D renderer... but that's asking too much I guess. If you do get around to implementing it, it will be more impressive than Vavoom (well, I'm biased because there's too many freaking Strife bugs in Vavoom).
Keep up the good work.
- Graf Zahl
- GZDoom Developer
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Of course it needs a node builder. Every Doom port in existence needs one. I am using standard issue GL nodes - just like Doomsday.Deathlike2 wrote:Nice.. Quality mode filtering finally does fix the ATI problem... great job Graf. This is more impressive than Doomsday because it has to use some sort of node builder (I don't know why personally, but whatever I guess).
On a geometry intensive map like P:AR E1M6 opening cavern I get a performance drop of 20%.It seems to render just as well as Doomsday and that's great. The rendering itself doesn't really do too much to performance (I'm already using a fairly decent CPU, so it probably is not as noticable).
Why? IMO OpenGL is good enough and I don't see any need to add support for a second 3D API.Now, only if there was a Direct3D renderer... but that's asking too much I guess. If you do get around to implementing it, it will be more impressive than Vavoom (well, I'm biased because there's too many freaking Strife bugs in Vavoom).
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Well, then I guess you're doing a good job of hiding its use since practically every port (I have yet to use any form of PRBoom), with the exception of Doom Legacy (which is rather crappy IMO), you are exposed to some form of node building.Of course it needs a node builder. Every Doom port in existence needs one. I am using standard issue GL nodes - just like Doomsday.
What map? Sorry, I don't know that map...On a geometry intensive map like P:AR E1M6 opening cavern I get a performance drop of 20%.
One could only hope.. at least it's not pixated like ZDoom... it is 2006...Why? IMO OpenGL is good enough and I don't see any need to add support for a second 3D API.
- Graf Zahl
- GZDoom Developer
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ZDoom comes with an internal node builder which I am using. On small maps it is nearly instantaneous. You only notice it when starting a larger map takes a few seconds.Deathlike2 wrote:Well, then I guess you're doing a good job of hiding its use since practically every port (I have yet to use any form of PRBoom), with the exception of Doom Legacy (which is rather crappy IMO), you are exposed to some form of node building.Of course it needs a node builder. Every Doom port in existence needs one. I am using standard issue GL nodes - just like Doomsday.
You don't know 'Phobos: Anomaly Reborn'. If not I advise you to change that!What map? Sorry, I don't know that map...On a geometry intensive map like P:AR E1M6 opening cavern I get a performance drop of 20%.

- Graf Zahl
- GZDoom Developer
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That map is great.. the only problem is that GZDoom/ZDoom doesn't seem to be able to read that dehacked patch.. but not only that.. it doesn't seem to use the map name that is built into the map. In fact, any map that isn't based off the ZDoom map format, the automap doesn't seem to use the name given to the map by the PWAD.... (though the name does show up when you are shown the name of the next level).. I'm thinking it is a ZDoom bug unless it was intended like this.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
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- Posts: 233
- Joined: Sat Oct 29, 2005 0:40
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact: