Moderator: GZDoom Developers
Graf Zahl wrote:On a Geforce 550 the full renderer works better, you need something a bit older. When asking for some benchmarks we got good results with GLES for one Geforce 8800 and several Intel HD 4xxx GPUs, but anything more recent showed clear advantages on full OpenGL, and no hardware supporting Vulkan profited in any way from it.
Which is what we actually expected.
ClessxAlghazanth wrote:Sorry for the (probably) obvious question , but the latest devbuild pre-216 at https://devbuilds.drdteam.org/gzdoom/ released today (23rd) is created after official 4.7.0 release and contains the light attenuation fix , right ?
I'm asking this because the file I downloaded says 4.6.9999.0 in the title![]()
Maybe I'm just thinking too much![]()
Best regards
hud models: add nullptr check for psprites without caller.
Look up HUD models by referencing the psprite's caller, rather than player's ReadyWeapon.
dim depleted inventory items in all games, not just Strife.
Graf Zahl wrote:BTW, here's something interesting: Of all the 34 reports so far, not a single one is for hardware not capable of Vulkan, and the only one for 32 bit was my own test call...
Graf Zahl wrote:It's not time for it yet, but I won't rule out that in the future we may do a split between GZDoom-GL and GZDoom-Vulkan, so that the Vulkan backend won't be limited by the requirements of OpenGL anymore which makes a lot of the potential multithreading very hard to pull off.
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