oh oops you're right lol
i had 8xSSAA on globally for textures with alpha in the nvidia control panel
no wonder ive been having framerate issues in q2rtx and doom eternal
i think i'll keep it for gzdoom though, it looks good. oops
Search found 21 matches
- Mon Apr 06, 2020 10:32 pm
- Forum: General
- Topic: If I use ambient occlusion do I need fake contrast?
- Replies: 6
- Views: 1012
- Mon Apr 06, 2020 5:07 pm
- Forum: General
- Topic: If I use ambient occlusion do I need fake contrast?
- Replies: 6
- Views: 1012
Re: If I use ambient occlusion do I need fake contrast?
I've tracked it down to something in {gl,vk}_renderbuffers.cpp, more info later.
I might post about this again later in either Feature Requests or Bugs, asking to make the Vulkan MSAA also affect textures.
Also maybe I'll ask about fixing gl_aalines too.
I might post about this again later in either Feature Requests or Bugs, asking to make the Vulkan MSAA also affect textures.
Also maybe I'll ask about fixing gl_aalines too.
- Mon Apr 06, 2020 3:51 pm
- Forum: General
- Topic: If I use ambient occlusion do I need fake contrast?
- Replies: 6
- Views: 1012
Re: If I use ambient occlusion do I need fake contrast?
OK so, having looked a bit closer, the difference is the OpenGL antialiases the textures' pixels as well as the geometry, and Vulkan just does the geometry. Honestly I prefer the OpenGL way.
Spoiler: Screenshots (MSAA 8x, E1M1, most obvious on the pillar on the right and the blinkenlights above):
- Mon Apr 06, 2020 3:28 pm
- Forum: General
- Topic: If I use ambient occlusion do I need fake contrast?
- Replies: 6
- Views: 1012
Re: If I use ambient occlusion do I need fake contrast?
Alright thanks, I'll use SSAO and smooth fake contrast.
If the MSAA is implemented then why can I not see it unless I use OpenGL? Do I need to post a bug report? I have an RTX 2060 so I assume it isn't a Vulkan compatibility issue on my end.
If the MSAA is implemented then why can I not see it unless I use OpenGL? Do I need to post a bug report? I have an RTX 2060 so I assume it isn't a Vulkan compatibility issue on my end.
- Mon Apr 06, 2020 2:40 pm
- Forum: General
- Topic: If I use ambient occlusion do I need fake contrast?
- Replies: 6
- Views: 1012
If I use ambient occlusion do I need fake contrast?
I don't know much about lighting stuff, and GZDoom has vanilla and smooth fake contrast, but it also has SSAO. Obviously I want the SSAO, but would it be better to use it with or without smooth fake contrast, or is it just a matter of taste for how close to vanilla I want things? (No need for worry ...
- Sun Apr 05, 2020 7:09 am
- Forum: Developer Blog
- Topic: Translating GZDoom's text content. Read if you want to help
- Replies: 866
- Views: 159729
Re: Translating GZDoom's text content. Read if you want to h
once PR#1066 is merged, line 1872 (GLTEXMNU_ENABLEHIRES) can be deleted
- Sun Oct 20, 2019 9:49 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.2.3 released
- Replies: 9
- Views: 8652
Re: GZDoom 4.2.3 released
nice, downloading now, although 4.2.3 isn't on a git branch
- Mon Aug 12, 2019 10:50 am
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.2.0 released.
- Replies: 45
- Views: 20120
Re: GZDoom 4.2.0 released.
haha wee'd lol 
Spoiler: funy vido song
- Wed Jan 16, 2019 12:38 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Doom: The Golden Souls 2 Portable ( April Fools wad )
- Replies: 21
- Views: 7307
Re: Doom: The Golden Souls 2 Portable ( April Fools wad )
Minor bug with the fist: line 138 of DEC_WEPS says A_CustomPunch(8, FALSE, 0, 0, "BulletPuff", 64, 0, 0, "D_FISTE") but should be (I assume) A_CustomPunch(8, FALSE, 0, "BulletPuff", 64, 0, 0, "ArmorBonus", "D_FISTE") or, since everything except the damage and attack sound would be default that way ...
- Mon Nov 05, 2018 9:10 am
- Forum: Closed Bugs [GZDoom]
- Topic: Broken rendering on ATI GL 3.3 cards
- Replies: 17
- Views: 1599
Re: Broken rendering on ATI GL 3.3 cards
I'm not sure if this is related but for me everything works fine, except intermission screens don't render at all, the sounds are played but it stays on the last frame of the game until the next map loads. The save/load screens work from within a map, but if I try to load from the main menu, it ...
- Sat Sep 01, 2018 5:27 am
- Forum: ZDoom (and related) News
- Topic: The GZDoom 3.5.0 survey's results
- Replies: 15
- Views: 6193
Re: The GZDoom 3.5.0 survey's results
Since you asked, I'm one of the people using 32-bit OS on 64-bit hardware, and honestly, I have no idea why, it was like this when my school gave it to me 8 years ago, and I never bothered to change it. It's only just started to become a problem now that everyone's finally starting to drop support ...
- Sun Aug 26, 2018 2:44 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: REKKR - V1.16
- Replies: 223
- Views: 83014
Re: REKKR - V1.14
ok so the "monster chaingun" thing, it seems zdoom says that it's where the soul gun was after you pick it up, it still happens on 1.14
- Sat Aug 25, 2018 6:01 am
- Forum: TCs, Full Games, and Other Projects
- Topic: REKKR - V1.16
- Replies: 223
- Views: 83014
Re: REKKR - V1.14
sorry, i should have clarified, the chaingunners show up in most maps with the gzdoom 3.5.0 "monster" command ("monster chaingun") on rekkr.wad 1.13, although it seems to be fixed in 1.14 i only checked on wrecker difficulty (side note: the 1.14 wad still says 1.13 on the title picture)
- Wed Aug 15, 2018 12:26 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: REKKR - V1.16
- Replies: 223
- Views: 83014
Re: REKKR - V1.13
why is there a chaingunner at -1240,-7312,-128 in almost every map?
- Tue Aug 14, 2018 4:45 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: support REKKR standalone IWAD
- Replies: 6
- Views: 830
Re: support REKKR standalone IWAD
ROTWB is supported, why not REKKR?