Graf Zahl wrote:What I'd like to have is a robust hardware accelerated renderer. It doesn't need to have dynamic lighting and other modern crap that just doesn't fit the game. Maybe Polymost will bring it...
Seeing as I've been an advocate of "ZDoom in 32bit", I think it is necesarry to point out how important this remark is.
I personally have a problem with a port when it gets OpenGL and DirectX because it is usually followed by that port being filled with
un-Doomlike, pointless graphic features (lense flares, dynamic lighting, 3D models, etc... ).
Personally, I'm perfectly fine with ZDoom's renderer the way it is - if it means that these silly features will be left out. Although, I'm fully aware that my point of view on this matter is unpopular. Somehow most Doomers are atracted to the deceiving, eye-candy of JDoom and allot have suggest things allong the lines of a ZDoom-JDoom combo being the best port ever.
But it is my belief that the lack of a 3D renderer in ZDoom is the reason for its success. I can quite confidently say that ZDoom
is the most popular port. This popularity is due to it huge list of usefull editing features and its optamised performance. I don't believe that these enhancements would have been at the level they are now if Randy had chosen to program a new 3D renderer for ZDoom when the opertunity first came to do so.
I realise that for 32bit graphics to be implemented in ZDoom it is most likely that there will have to be an upgrade of the renderer as to keep the performance levels where they are. What Graf has said here is IMO the best solution: a robust hardware accelerated renderer that doesn't have all the
modern crap implemented. Lets keep ZDoom's focus where its allways been, and where it should remain,,, on all those usefull editing features!
[quote="Graf Zahl"]What I'd like to have is a robust hardware accelerated renderer. It doesn't need to have dynamic lighting and other modern crap that just doesn't fit the game. Maybe Polymost will bring it...[/quote]Seeing as I've been an advocate of "ZDoom in 32bit", I think it is necesarry to point out how important this remark is.
I personally have a problem with a port when it gets OpenGL and DirectX because it is usually followed by that port being filled with [b]un-Doomlike[/b], pointless graphic features (lense flares, dynamic lighting, 3D models, etc... ).
Personally, I'm perfectly fine with ZDoom's renderer the way it is - if it means that these silly features will be left out. Although, I'm fully aware that my point of view on this matter is unpopular. Somehow most Doomers are atracted to the deceiving, eye-candy of JDoom and allot have suggest things allong the lines of a ZDoom-JDoom combo being the best port ever.
But it is my belief that the lack of a 3D renderer in ZDoom is the reason for its success. I can quite confidently say that ZDoom [i]is[/i] the most popular port. This popularity is due to it huge list of usefull editing features and its optamised performance. I don't believe that these enhancements would have been at the level they are now if Randy had chosen to program a new 3D renderer for ZDoom when the opertunity first came to do so.
I realise that for 32bit graphics to be implemented in ZDoom it is most likely that there will have to be an upgrade of the renderer as to keep the performance levels where they are. What Graf has said here is IMO the best solution: a robust hardware accelerated renderer that doesn't have all the [i]modern crap[/i] implemented. Lets keep ZDoom's focus where its allways been, and where it should remain,,, on all those usefull editing features!