by Calinou » Mon Apr 25, 2022 9:16 am
Two things that might be worth trying as a workaround:
- Use the software rendering backend within GZDoom's options.
- Alternatively, keep using the OpenGL rendering backend, but use a
software OpenGL implementation to run GZDoom. (Download the Mesa library and place it next to the GZDoom executable, so that it doesn't affect your entire system.) This lets you keep the OpenGL-only features, but it'll be slower than the software backend. Being conservative with resolution and graphics settings is
highly advised, as your CPU will be doing all the work that your GPU is supposed to do. Consider using a 4:3 resolution instead of widescreen to further improve performance.
For advanced users, the aforementioned software OpenGL implementation also has an OpenGL-over-Direct3D12 implementation that might be worth trying out. It's harder to set up though (see the repository README). This is also only viable for recent enough Intel IGPs with Direct3D 12 support.
Two things that might be worth trying as a workaround:
- Use the software rendering backend within GZDoom's options.
- Alternatively, keep using the OpenGL rendering backend, but use a [url=https://github.com/pal1000/mesa-dist-win]software OpenGL implementation[/url] to run GZDoom. (Download the Mesa library and place it next to the GZDoom executable, so that it doesn't affect your entire system.) This lets you keep the OpenGL-only features, but it'll be slower than the software backend. Being conservative with resolution and graphics settings is [b]highly[/b] advised, as your CPU will be doing all the work that your GPU is supposed to do. Consider using a 4:3 resolution instead of widescreen to further improve performance.
For advanced users, the aforementioned software OpenGL implementation also has an OpenGL-over-Direct3D12 implementation that might be worth trying out. It's harder to set up though (see the repository README). This is also only viable for recent enough Intel IGPs with Direct3D 12 support.