please add the FXAA antialiasing in gzdoom vintage version

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Expand view Topic review: please add the FXAA antialiasing in gzdoom vintage version

Re: please add the FXAA antialiasing in gzdoom vintage versi

by JJmaster » Tue Dec 18, 2018 11:41 am

drfrag wrote:But didn't the vintage build crash for you anyway?
yeah. good point

Re: please add the FXAA antialiasing in gzdoom vintage versi

by drfrag » Tue Dec 18, 2018 4:21 am

But didn't the vintage build crash for you anyway?

Re: please add the FXAA antialiasing in gzdoom vintage versi

by Graf Zahl » Tue Dec 18, 2018 2:13 am

The vintage version is a fallback case for old hardware. Old hardware also imnplies "slow".

If a hardware accelerated feature like multisampling is too costly, what do you think a shader-based postprocessing effect would take? It'd be even slower than multisampling!

Never forget: These old Intel chipsets for which the vintage build is mainly designed are SLOW! To get some semi-decent performance out of them, anything that may cost time has been either disabled or simplified to avoid costly processing paths. That by its very nature includes all postprocessing of any kind because it'd require rendering to a buffer and then again to the screen. On modern hardware that is nearly free, but on these old chupsets it can really slow down things.

Last but not least, the GZDoom 3.5 survey showed that merely 2.5% of all our users run hardware that needs the vintage build,and that number is declining. It'd be a disservice to the remaining 97.5% to put any focus on such old and slow hardware. We can consider ourselves lucky that we have found a developer who is willing to do this thing. Aside from the cost-benefit ratio, with all main developers of GZDoom having a modern graphics card, we are simply in no situation to do any optimization for OpenGL 2.x anymore, because its performance characteristics are totally different from later graphics hardware. And like Rachael said, the continued support of this is a subject of ongoing discussions. Over the last half year the code has already diverged enough to make it difficult to keep both builds in sync.

Re: please add the FXAA antialiasing in gzdoom vintage versi

by JJmaster » Mon Dec 17, 2018 9:49 pm

Rachael wrote:The vintage version is mostly a "life-support" version of GZDoom. Its very existence is a strong indication of the deprecation of the hardware that it is meant for. In fact, axing it completely is something that is consistently on the table, and it is discussed after pretty much every new renderer feature is added to the modern version.

It's going to continue for at least one more version, it looks like, but after that it has a very uncertain future. It may continue - but that's definitely not guaranteed.

That being said, technically FXAA is already in the vintage version because it is a very old feature that has been in GZDoom since before its existence. So cards that are OpenGL 3.3 or above already have that feature. But the legacy path runs almost no shaders, and that is by intent, because cards before OpenGL 3.3 run shaders absolutely terribly. FXAA is one such shader that is disabled with the legacy path.

Bad News :( :( :( CSAA?

Re: please add the FXAA antialiasing in gzdoom vintage versi

by Rachael » Mon Dec 17, 2018 7:52 pm

The vintage version is mostly a "life-support" version of GZDoom. Its very existence is a strong indication of the deprecation of the hardware that it is meant for. In fact, axing it completely is something that is consistently on the table, and it is discussed after pretty much every new renderer feature is added to the modern version.

It's going to continue for at least one more version, it looks like, but after that it has a very uncertain future. It may continue - but that's definitely not guaranteed.

That being said, technically FXAA is already in the vintage version because it is a very old feature that has been in GZDoom since before its existence. So cards that are OpenGL 3.3 or above already have that feature. But the legacy path runs almost no shaders, and that is by intent, because cards before OpenGL 3.3 run shaders absolutely terribly. FXAA is one such shader that is disabled with the legacy path.

please add the FXAA antialiasing in gzdoom vintage version

by JJmaster » Mon Dec 17, 2018 7:12 pm

Multisampling is very slow for computers with very slow graphics card

with very old hardware that support opengl 2.1 would not be highly recommended :blergh:

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