by Player701 » Sun Nov 22, 2020 12:57 pm
Hmm. Now that I've tested it on my laptop, the results are somewhat different, but only slightly. I have an RTX 2080 Ti on desktop and GTX 1050 Ti on laptop. I have updated the drivers to the latest version (as of now, that is 457.30). Tested with both Vulkan and OpenGL backends, there seem to be no difference between them (on the same machine, anyway).
Here's what I've found out:
- With gl_fuzztype set to either 3 (swirly fuzz) or 4 (translucent fuzz), the original glitch, as described in my first post from 2 years ago, only manifests with certain HUD weapon sprites - namely, the pistol, the super shotgun, and the chaingun. Other weapon sprites, as well as monster sprites, do not appear to be affected.
- With gl_fuzztype set to 6 (noise), the original glitch, as described in my first post from 2 years ago, still manifests with all HUD weapon sprites as well as monster sprites.
- With gl_fuzztype set to either 3 of 4, invisible monster sprites seem to display random white dots instead of white vertical lines. This behavior was reproduced both on my desktop PC and on my laptop. It appears, however, that the amount of dots is somewhat less on the laptop than on the desktop. Note that on both machines, GZDoom runs in the native Full HD (1920x1080) screen resolution.
- With gl_fuzztype set to either 3 of 4, weapon sprites display random white vertical lines, as described in my previous post, only on my desktop PC. I could not reproduce the vertical lines on my laptop.
Hmm. Now that I've tested it on my laptop, the results are somewhat different, but only slightly. I have an RTX 2080 Ti on desktop and GTX 1050 Ti on laptop. I have updated the drivers to the latest version (as of now, that is 457.30). Tested with both Vulkan and OpenGL backends, there seem to be no difference between them (on the same machine, anyway).
Here's what I've found out:
[list=1][*]With gl_fuzztype set to either 3 (swirly fuzz) or 4 (translucent fuzz), the original glitch, as described in my first post from 2 years ago, only manifests with certain HUD weapon sprites - namely, the pistol, the super shotgun, and the chaingun. Other weapon sprites, as well as monster sprites, do not appear to be affected.
[*]With gl_fuzztype set to 6 (noise), the original glitch, as described in my first post from 2 years ago, still manifests with all HUD weapon sprites as well as monster sprites.
[*]With gl_fuzztype set to either 3 of 4, invisible monster sprites seem to display random white dots instead of white vertical lines. This behavior was reproduced both on my desktop PC and on my laptop. It appears, however, that the amount of dots is somewhat less on the laptop than on the desktop. Note that on both machines, GZDoom runs in the native Full HD (1920x1080) screen resolution.
[*]With gl_fuzztype set to either 3 of 4, weapon sprites display random white vertical lines, as described in my previous post, only on my desktop PC. I could not reproduce the vertical lines on my laptop.[/list]