Support PSXSoftware mode in GZDoom

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Re: Support PSXSoftware mode in GZDoom

by Guest » Sun Mar 21, 2021 2:29 am

Sorry to bump - just dropping info in case somebody is interested in implementing PSX style shading for GZDoom or other engines. It could be a nice addition to support something like the PSX TC.

PsyDoom 0.7.0+ now features a Vulkan based renderer which provides high resolution, widescreen and other modern comforts while also emulating the shading of the original PSX Doom very closely. For the most part the only minor differences that exist are due to imprecisions in the PSX renderer itself. Here are some screenshots: https://www.doomworld.com/forum/topic/1 ... nt=2248546

And here is a video which goes back and forth between the Vulkan and original renderer for comparison: https://www.youtube.com/watch?v=0miyRHptfeA

The code that does this PSX shading is a pretty simple GLSL fragment shader found here: https://github.com/BodbDearg/PsyDoom/bl ... world.frag (other supporting and included code is also in the same folder)

One of the key things to emulating the PSX look I found is truncating color to 16-bit, using the 'psxR5G5B5BitCrush' function. Also using a 16-bit framebuffer is important for blending results accurate to the original game; PsyDoom falls back to a 32-bit framebuffer however when that format isn't available to the loss of some accuracy.

Re: Support PSXSoftware mode in GZDoom

by Redneckerz » Fri Jan 29, 2021 3:20 pm

Blue Shadow wrote:
Erick194 wrote:Poor my wink disappeared
It didn't. The post didn't contribute anything to the discussion, so I moved it.
I obviously can never substantiate this with hard evidence but although you are right, i do think its kind of odd that its only done now with this specific person. I am aware that this is some... history behind it which i wouldn't delude further into.

The reason i throw up this post is that i have made (more than once) a comment consisting of nothing more than an emoji aswell. Its done as a reaction, in the same vein as Erick's. I recall Gez did this once aswell.

There was never a consequence to it since in all these cases it was obvious what the poster's intentions were. It seems to me that in this situation, this was not perfectly recognizable for you, i suppose, leading to the given reason?

Perhaps i should branch this off in a PM. If that has to be the case, then i will do so and in the forthcoming future as im aware this can be seen as a derail from the original topic at hand.

Re: Support PSXSoftware mode in GZDoom

by Rachael » Fri Jan 29, 2021 3:56 am

TIL: Not knowing facts that may be obvious to one person but can easily and legitimately be missed by another constitutes an internet death sentence! Go internet!

:roll:

Re: Support PSXSoftware mode in GZDoom

by Kinsie » Fri Jan 29, 2021 12:06 am

Blue Shadow wrote:
Erick194 wrote:Poor my wink disappeared
It didn't. The post didn't contribute anything to the discussion, so I moved it.
I feel like "a knowing wink from the guy who reverse-engineered all the PSX stuff for a GZDoom fork and might know a thing or two about how to implement this in mainline" doesn't sufficiently count as objectionable content to be split into the trashcan subforum reserved for spam, flames, trolls and the occasional legitimately awful human being, but hey, go ahead and drop a bomb on an ant I guess.

Re: Support PSXSoftware mode in GZDoom

by Erick194 » Wed Jan 27, 2021 6:11 pm

Blue Shadow wrote:
Erick194 wrote:Poor my wink disappeared
It didn't. The post didn't contribute anything to the discussion, so I moved it.
I didn't mean to, but it's okay, excuse me.

Re: Support PSXSoftware mode in GZDoom

by Blue Shadow » Wed Jan 27, 2021 5:17 pm

Erick194 wrote:Poor my wink disappeared
It didn't. The post didn't contribute anything to the discussion, so I moved it.

Re: Support PSXSoftware mode in GZDoom

by Redneckerz » Wed Jan 27, 2021 2:57 pm

Valken wrote:Thanks for the insight. And yes, I was mainly asking for the PSX lightmode as I could not figure out how to get the current GZDoom to make it look like it.

Not a coder so forgive my lack of code understanding.

I didn't know "DZDoom" existed or virtually exists... lets see if the GEC team will update and release it.
Yeah that's practically impossible for GZ to replicate, hence the need for a fork.

It is updated, its just that, as Gez says, how DZDoom is distributed now is kind of a hodgespodge. Moving to a LZDoom base might improve things, but i'd rather see DZDoom released as is and then a second LZDoom successor thereafter.
Rachael wrote:If someone does a pull request to add the lightmode it shouldn't be too hard to put it in. It shouldn't be that difficult to update GL2 code to GL3.
Afraid its not as easy as a pull request. The lighting mode required a heavy rework on the rendering back end and its not even perfect either, but perfect for 99% of use cases kind of perfect and a vast improvement over PSXDoom TC.

I do recall that there were some quarrels on these very forums with these authors, so i digress on that regard.

Re: Support PSXSoftware mode in GZDoom

by Erick194 » Wed Jan 27, 2021 2:29 pm

But I will try to do something about it.

Re: Support PSXSoftware mode in GZDoom

by Erick194 » Wed Jan 27, 2021 2:10 pm

Poor my wink disappeared, well as always sometimes we cause anger to other people. Cheers guys.

Re: Support PSXSoftware mode in GZDoom

by drfrag » Wed Jan 27, 2021 7:58 am

May be he wants do do it, i don't know.

Re: Support PSXSoftware mode in GZDoom

by Rachael » Wed Jan 27, 2021 7:09 am

If someone does a pull request to add the lightmode it shouldn't be too hard to put it in. It shouldn't be that difficult to update GL2 code to GL3.

Re: Support PSXSoftware mode in GZDoom

by drfrag » Wed Jan 27, 2021 6:50 am

Now DZDoom will be a fork of LZDoom on GitHub but he (Erick194) still has to merge his code and it's also an old codebase, they care about of hardware. In south america a lot of people are still on GL2 and even on 32 bit.

Re: Support PSXSoftware mode in GZDoom

by Gez » Wed Jan 27, 2021 6:16 am

I'd love if the work that went into the whole GEC Masters thing could allow GZDoom to have native support for PSX Doom and Doom 64, but between using an outdated base (to keep support for old hardware), not using GitHub, and packaging their source release is a confusing way, it's unlikely to happen.

Re: Support PSXSoftware mode in GZDoom

by Rachael » Wed Jan 27, 2021 6:03 am

I think it should be done. "PSX Software" like it or not is officially part of the Doom ethos, even if it came from a "second-party" as it were. It's the light mode of a console port of Doom. I see way more justification for it than a Build light mode (which, don't get me wrong, it does have a good reason for being there, as well).

Re: Support PSXSoftware mode in GZDoom

by Nash » Tue Jan 26, 2021 11:57 pm

A "Build engine" lightmode was recently added, so a "PSX Software" would be do-able (on the engine side, that is)... but I'm unsure if it's a good idea, given the current state of the main.fp shader (let's just say it's starting to get a little crowded in there). :D

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