GZDoom 4.7.0 released

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Re: GZDoom 4.7.0 released

Postby Night Falls » Sat Sep 25, 2021 1:39 pm

I guess I'll probably just have to stick to older versions for a lot of my projects then.
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Re: GZDoom 4.7.0 released

Postby Graf Zahl » Sat Sep 25, 2021 2:18 pm

Older versions won't get you any better experience on old systems.
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Re: GZDoom 4.7.0 released

Postby Night Falls » Sat Sep 25, 2021 5:50 pm

I meant that I'll stick to older versions so I can still use the PBR and such.
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Re: GZDoom 4.7.0 released

Postby Graf Zahl » Sat Sep 25, 2021 6:52 pm

Nothing has changed there. You can still use the full GL renderer on old hardware, but performance will be lower, just like it is with older versions.
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Re: GZDoom 4.7.0 released

Postby ClessxAlghazanth » Sat Sep 25, 2021 6:56 pm

Night Falls wrote:I meant that I'll stick to older versions so I can still use the PBR and such.


Was there a version that supported pbr / postprocessing with on gles renderer ?
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Re: GZDoom 4.7.0 released

Postby Graf Zahl » Sat Sep 25, 2021 7:00 pm

No. GLES never implemented these effects. They simply require more powerful shader hardware. Also, the baseline spec fir GLES was mobile phones, not desktops - we only ported it to boost performance on old hardware.
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Re: GZDoom 4.7.0 released

Postby ClessxAlghazanth » Sat Sep 25, 2021 7:03 pm

Graf Zahl wrote:No. GLES never implemented these effects. They simply require more powerful shader hardware. Also, the baseline spec fir GLES was mobile phones, not desktops - we only ported it to boost performance on old hardware.


Thanks for clearing it up :wink:

Best regards ,
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Re: GZDoom 4.7.0 released

Postby Night Falls » Sat Sep 25, 2021 7:04 pm

Graf Zahl wrote:Nothing has changed there. You can still use the full GL renderer on old hardware, but performance will be lower, just like it is with older versions.


Ah okay. Sorry I just thought that PBR and stuff was removed from the engine entirely, but I messed around with it a bit more and the PBR is still there.
It's just because none of the objects which were supposed to emit dynamic lights were emitting dynamic lights for some reason, but if I create a plain old dynamic light thing it works just fine. (I'll probably have to run a few tests and see if it's a bug in the update or a problem with my project)

Update: Figured it out, any actor which does not spawn with the level and does not have a dynamic light in it's first frame seemingly won't emit dynamic lights at all.
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Re: GZDoom 4.7.0 released

Postby Nash » Sat Sep 25, 2021 8:56 pm

Night Falls wrote:Update: Figured it out, any actor which does not spawn with the level and does not have a dynamic light in it's first frame seemingly won't emit dynamic lights at all.


There have been a string of dynamic light-related bugs reported very few days shortly before - and after - 4.7 was released. They are currently being fixed as soon as they are reported, our hope for the next point release (shouldn't be too long from now), all of these problems will be gone.

These issues plague all renderers BTW.
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Re: GZDoom 4.7.0 released

Postby ReX » Sun Sep 26, 2021 6:47 am

I just installed v4.7.0 and submitted the survey. A couple of points to add:

1. I am still unable to run GZDooM, getting the "OpenGL driver not accelerated" error message. [I am not treating this as a bug, so I won't be reporting it on the other thread. I'm just mentioning it here as an additional reference point.] This is despite rolling the intel graphics driver back to the version that was supported in MS Win 8.1.
2. My BIOS version is dated 4/27/2011. This is the equivalent of having a dinosaur among mammals. Therefore, I suspect that even with GLES support (and because of the lack of intel graphics driver support), newer GZDooM will never run on this particular computer.

Regardless, I thank the GZDooM development for doing everything it can to accommodate users of older systems.
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Re: GZDoom 4.7.0 released

Postby fakemai » Sun Sep 26, 2021 7:07 am

It doesn't automatically fall back to the GLES back-end if your system is too old to run the standard renderer. Edit your INI vid_preferbackend=3 or add +set vid_preferbackend=3 as a start-up option.
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Re: GZDoom 4.7.0 released

Postby ReX » Sun Sep 26, 2021 7:45 am

fakemai wrote:It doesn't automatically fall back to the GLES back-end if your system is too old to run the standard renderer. Edit your INI vid_preferbackend=3 or add +set vid_preferbackend=3 as a start-up option.

I checked the ini file and it already has vid_preferbackend=3

I also tried running GZDooM with batch files that respectively have the following parameters:

gzdoom -IWAD DooM2 -gles2_renderer
gzdoom -IWAD DooM2 -set vid_preferbackend=3
gzdoom -IWAD DooM2 +set vid_preferbackend=3

None of these work.
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Re: GZDoom 4.7.0 released

Postby drfrag » Sun Sep 26, 2021 8:25 am

You need to run it on Windows 8 compatibility mode due to the driver bug else it will never run (that after installing the working Intel driver of course).
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Re: GZDoom 4.7.0 released

Postby ReX » Sun Sep 26, 2021 9:11 am

drfrag wrote:You need to run it on Windows 8 compatibility mode due to the driver bug else it will never run (that after installing the working Intel driver of course).

I switched to Win 8 compatibility mode but it still doesn't run. Should I be running a batch file with different parameters than the ones I listed above?
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Re: GZDoom 4.7.0 released

Postby drfrag » Sun Sep 26, 2021 11:39 am

All those are wrong. It's '+vid_preferbackend 3' without the quotes. But why don't you just select the backend in the iwad selection window?
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