Very little benefit is still better than no benefit at all so I'd really like to know if there's a reason for it's removal other than "I don't use it"."Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them"
r_detail removed?
r_detail removed?
- TheDarkArchon
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Re: r_detail removed?
It had no effect at all and all it did was bloat the exe.
- leileilol
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Re: r_detail removed?
It had benefit on Pentiums however (particularily when using resolutions such as 400x300 and 512x384 to fit some 800x600/1024x768 native resolutions on laptop computers.)
Don't remove them. The 486's fps bottleneck was from zdoom's sound processing (even at 11khz without interpolation). Optimize that first before judging that r_detail does nothing.
Don't remove them. The 486's fps bottleneck was from zdoom's sound processing (even at 11khz without interpolation). Optimize that first before judging that r_detail does nothing.
- Graf Zahl
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Re: r_detail removed?
r_detail is gone - and I think that's fine.
Regarding sound, since ZDoom uses FMOD there's nothing to optimize.
Regarding sound, since ZDoom uses FMOD there's nothing to optimize.
- leileilol
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Re: r_detail removed?
Yes it's fine to SCREW OVER THE USERS WHO PLAY DOOM ON OLD MACHINES because they should BUY SOME STUPID PENTIUM 4 FOR PLAYING A 15 YEAR OLD IWADGraf Zahl wrote:r_detail is gone - and I think that's fine.
Re: r_detail removed?
So where do you stand Graf, it offered very little benefit or no benefit at all?
Re: r_detail removed?
That being the case, it should be more worthwhile to add a mode that performs the pixel doubling as the final step than to reinstate r_detail. The old code would draw the game view at normal size in a corner of the view window, stretch that to fill the entire view window, and then copy the whole image to video memory. Stretching it at the same time it copies it to the screen ought to be markedly faster (possibly even "for free" depending on I/O bottlenecks), and can be done without touching the renderer.leileilol wrote:It had benefit on Pentiums however (particularily when using resolutions such as 400x300 and 512x384 to fit some 800x600/1024x768 native resolutions on laptop computers.)
The oldest machine I ever developed ZDoom on was a 166 MHz K6.leileilol wrote:BUY SOME STUPID PENTIUM 4 FOR PLAYING A 15 YEAR OLD IWAD
Re: r_detail removed?
So could there be a new way to play in 320x200 / 640x400 on a 1280x800 screen, for those with weird video drivers? And would it be D3d, or both D3d and DDraw?
- leileilol
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Re: r_detail removed?
i'd rather not be faced with awful direct3d dependency especially since you can not install DX8/9 on a 486.phi108 wrote:And would it be D3d, or both D3d and DDraw?
Re: r_detail removed?
Also, I wonder if ....tripling could be considered? Because playing in 1280x720 (basically 960x720 with some widescreen), doubling distorts hud graphics/guns. Tripling would make hud stuff look perfect.
- leileilol
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Re: r_detail removed?
Not really. It'll still be distorted. What you want to do is play in 1280x800 for real tripling.phi108 wrote:Tripling would make hud stuff look perfect.
Re: r_detail removed?
Quadrupling in 1280x800 would get it back to 320x200. Tripling in 960x720 (1280x720 widescreen) would make it look like 320x240, with graphics taller than 320x200, the way doom is "supposed to look".
- leileilol
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Re: r_detail removed?
Well on an LCD, you'll never avoid pixel distortion if you intend to do that on a wide screen.phi108 wrote:Quadrupling in 1280x800 would get it back to 320x200. Tripling in 960x720 (1280x720 widescreen) would make it look like 320x240, with graphics taller than 320x200, the way doom is "supposed to look".
Re: r_detail removed?
I don't think you realize the performance gain that you get when using that in areas that have heavy use of translucent walls/sprites.
- TheDarkArchon
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Re: r_detail removed?
Uh, look at the date of the post above yours.Wagi wrote:I don't think you realize the performance gain that you get when using that in areas that have heavy use of translucent walls/sprites.