Search found 17 matches
- Fri Dec 11, 2015 12:49 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [GZDoom][pull request]Stereoscopic 3D in gzdoom
- Replies: 35
- Views: 4708
Re: [GZDoom][pull request]Stereoscopic 3D in gzdoom
You're right, sorry, I didn't think that through. Perhaps being able to adjust intensity along each channel separately would still help a little, though? (i.e. one lens might be more opaque than the other, artifacts in one eye might be more troublesome than in the other, etc.) Also, doesn't newer ...
- Fri Dec 11, 2015 12:42 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Change default sort order for saved games to chronological
- Replies: 1
- Views: 924
Change default sort order for saved games to chronological
This would be more convenient than having to comb through them all and try to remember the name of the saved game. Perhaps having this be a selectable option would be helpful as well.
*reverse chronological, of course (title char limit), last saved should be at the top.
*reverse chronological, of course (title char limit), last saved should be at the top.
- Fri Dec 11, 2015 9:16 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [GZDoom][pull request]Stereoscopic 3D in gzdoom
- Replies: 35
- Views: 4708
Re: [GZDoom][pull request]Stereoscopic 3D in gzdoom
May I suggest an interactive color adjuster? No pair of glasses and monitor filter the opposite color perfectly because there is so much variation in those two variables. Every 3d anaglyph thing I have tried on any computer has been at least slightly off, so a slider for this would be a big advance ...
- Wed Aug 20, 2014 4:00 pm
- Forum: General
- Topic: Is it possible to port Gzdoom for Android?
- Replies: 13
- Views: 6288
Re: Is it possible to port Gzdoom for Android?
From what I can tell he's still playing loose with the GPL licensing terms which technically still forbid linking against a non-GPL compatible library, but realistically I don't think anyone will care. He's following the GPL otherwise. (Zenimax is the only party that I believe can object if they ...
- Sun Aug 17, 2014 7:26 pm
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 226609
Re: The official "ZDoom on Mac OS X" thread.
_mental_ wrote:I uploaded the latest binary version. The issue with .pk7 was fixed.
Very nice stuff.
Note that when you try to run after compiling for 64-bit targets, you run into an exception for some fmod stuff right after the iwad dialog
- Mon Aug 11, 2014 7:38 pm
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 226609
Re: The official "ZDoom on Mac OS X" thread.
Interesting. The problem is present with or without VSync enabled, and also with all sizes of viewport. Software renderer is indeed unaffected on my machine. It's possible that we are talking about different issues. Could you do a simple test? Load vanilla E1M1 without any PWADs and tell me min/max ...
- Mon Aug 11, 2014 3:40 am
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 226609
Re: The official "ZDoom on Mac OS X" thread.
The actual reason for this is not yet known. It's related to particular combination of hardware, resolution and VSync option. The OpenGL renderer is affected only. For example, I saw 20 FPS with VSync on and 150 FPS with VSync off at exactly the same location. Definitely I need to take a closer ...
- Sun Aug 10, 2014 10:42 pm
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 226609
Re: The official "ZDoom on Mac OS X" thread.
So I did some more investigating. I managed to get everything compiling on the latest XCode beta, and turned on all the extra optimizations I could find in the build options. Managed to get a bit of a speed up, with average FPS getting close to 60 on vanilla maps. There is still a problem, however ...
- Mon Jul 28, 2014 7:01 pm
- Forum: General
- Topic: ATTN Mac users: Cocoa back end testing needed
- Replies: 22
- Views: 1750
Re: ATTN Mac users: Cocoa back end testing needed
I guess that's because of tearing. Actually, the way it looks to me, is that everything is smooth, then suddenly, there's a pause, or a moment of jerkiness. While the *average* FPS remains above 60, I believe the *maximum frame rendering time* (arguably the more important metric for "smoothness ...
- Sun Jul 27, 2014 4:23 am
- Forum: General
- Topic: ATTN Mac users: Cocoa back end testing needed
- Replies: 22
- Views: 1750
Re: ATTN Mac users: Cocoa back end testing needed
This is normal. My bad. Haven't seen that for too long, didn't realize. Even though I would find a 56Hz display a bit odd, is vid_vsync off? That's the cap with vsync on, with it off, fps goes above 60, but doesn't look completely "smooth" to my eye. I believe the shortcuts were from using ctrl ...
- Sun Jul 27, 2014 2:09 am
- Forum: General
- Topic: ATTN Mac users: Cocoa back end testing needed
- Replies: 22
- Views: 1750
Re: ATTN Mac users: Cocoa back end testing needed
Some peculiarities: col.jpg Reproduce by standing in the same spot. fps seems to be capped at 56, although that might just be because of how it is calculated, doesn't seem jerky. Also, using the default keyboard controls causes switching tasks out of the game, so a way to disable some of those ...
- Fri Jul 25, 2014 8:08 am
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 226609
Re: The official "ZDoom on Mac OS X" thread.
In OpenGL version, a lot of additional things needs to be transferred to the graphics card in order to get this picture. Transfer of one big chunk of memory (the final picture) is much more effective then transferring a lot of small chunks (commands, textures, vertices, etc). So it would be more ...
- Fri Jul 25, 2014 7:16 am
- Forum: Tutorials
- Topic: The official "ZDoom on Linux" thread.
- Replies: 805
- Views: 314603
Re: The official "ZDoom on Linux" thread.
Is there any reason this is not in the Debian repositories? Is it because fmod is not free software? Maybe it would be worthwhile maintaining a version without it?
- Fri Jul 25, 2014 6:53 am
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 226609
Re: The official "ZDoom on Mac OS X" thread.
I should add, I really like the launcher interface (with automatic command options), hopefully that gets incorporated into the windows version too. It's rather buggy and incomplete. But it does the job for a regular usage. Good enough for me! Try to disable Vertical Sync in Display Options. That ...
- Fri Jul 25, 2014 3:15 am
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 226609
Re: The official "ZDoom on Mac OS X" thread.
macfps.jpg for instance. I'm using the binaries from here: https://github.com/alexey-lysiuk/gzdoom/releases I should add, I really like the launcher interface (with automatic command options), hopefully that gets incorporated into the windows version too. here's the .ini # This file was generated ...