GZDoom 4.7.0 released

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Re: GZDoom 4.7.0 released

Postby Redneckerz » Sun Sep 26, 2021 11:59 am

Night Falls wrote:Would it be possible to make post processing and all that still exist in the other renderers, or make them optional in some way?

I noticed you got the right answer already, but just to be clear:
GZDoom has a D3D9 renderer, a OpenGL 3.3 one, a Vulkan one and the GLES one. PBR/postprocessing is still available, just not with the GLES one.
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Re: GZDoom 4.7.0 released

Postby ReX » Sun Sep 26, 2021 12:12 pm

drfrag wrote: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?

I had checked the GLES option in the IWAD selection menu. This is probably why the ini file was already showing vid_preferbackend=3

I also ran a batch file with the parameter +vid_preferbackend 3, but GZDooM didn't load (same error about OpenGL driver not being accelerated). [Incidentally, I did have GZDooM compatibility set for Win 8.]

Incidentally, using a workaround I was able to get the custom GZDooM version you developed to run again.
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Re: GZDoom 4.7.0 released

Postby drfrag » Sun Sep 26, 2021 1:42 pm

LZDoom should run too (in compatibility mode). With OpenGL i mean, D3D will run anyway. Softpoly (GZDoom) also runs on D3D and it's not that bad once you select the software light mode and lower the resolution (with a custom scale mode). Your best bet is running LZDoom there tough.
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Re: GZDoom 4.7.0 released

Postby Kamil » Sun Sep 26, 2021 7:48 pm

drfrag wrote:LZDoom should run too (in compatibility mode). With OpenGL i mean, D3D will run anyway. Softpoly (GZDoom) also runs on D3D and it's not that bad once you select the software light mode and lower the resolution (with a custom scale mode). Your best bet is running LZDoom there tough.


With SoftPoly rendering it is impossible to play well even in Doom 1 and 2. The software works much better.
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Re: GZDoom 4.7.0 released

Postby Kinsie » Sun Sep 26, 2021 7:49 pm

Redneckerz wrote:GZDoom has a D3D9 renderer
...does it?
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Re: GZDoom 4.7.0 released

Postby InsanityBringer » Sun Sep 26, 2021 8:53 pm

Kinda, I guess. I believe softpoly uses D3D9 for presentation.
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Re: GZDoom 4.7.0 released

Postby Graf Zahl » Mon Sep 27, 2021 12:00 am

There is no "renderer", only a very basic presentation backend.
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Re: GZDoom 4.7.0 released

Postby Rachael » Mon Sep 27, 2021 1:31 am

Yeah, "renderer" in the context of Direct3D implies actual GPU involvement with rasterizing the geometry - which it does not do, that is all done on the CPU. There are markedly CLEAR differences between a scene that is drawn by a GPU and one that is drawn by the CPU. Notably that the latter is usually much slower on more modern systems, and also that bad drivers have very limited, if any, effect on the final outcome of the render. (Though they can still mess up the presentation)
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Re: GZDoom 4.7.0 released

Postby dpJudas » Mon Sep 27, 2021 2:03 am

Technically, it draws two triangles. ;)
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Re: GZDoom 4.7.0 released

Postby Batandy » Thu Sep 30, 2021 6:47 am

Hey, I was testing this new build and noticed something odd with the font I use for all my Golden Souls projects,
Image
This is pre 4.7.0

Image
This is with 4.7.0

As you can see they got black borders now, is it intended? Any way to revert to the previous look? I'd rather have the soft gold edges than yellow to black.
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Re: GZDoom 4.7.0 released

Postby Enjay » Thu Sep 30, 2021 7:12 am

Perhaps it's another manifestation of this? viewtopic.php?f=7&t=73368 though previous examples have made the font look brighter so maybe not. It does fit with Graf's explanation though.
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Re: GZDoom 4.7.0 released

Postby Batandy » Fri Oct 01, 2021 1:26 am

Enjay wrote:Perhaps it's another manifestation of this? viewtopic.php?f=7&t=73368 though previous examples have made the font look brighter so maybe not. It does fit with Graf's explanation though.


I think an easy solution to keep the new palette calculations in and have the old ones as well would be a parameter that enables old 256bit calculations if needed in TEXTCOLO, such as

Gs3TextGold legacycolor
{
#A04811 #F8C53A
}
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Re: GZDoom 4.7.0 released

Postby Enjay » Fri Oct 01, 2021 1:44 am

Purely as an observation of your screenshot, I actually find the 4.7.0 version much easier to read.
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Re: GZDoom 4.7.0 released

Postby theleo_ua » Fri Oct 01, 2021 1:50 am

Enjay wrote:Purely as an observation of your screenshot, I actually find the 4.7.0 version much easier to read.


agree
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Re: GZDoom 4.7.0 released

Postby emile_b » Fri Oct 01, 2021 9:29 am

Nash wrote:
emile_b wrote:Thanks Nash, I made a new bug here which I think is related: viewtopic.php?f=363&t=73417

There was a 'TODO' in the code which as usual, never actually got TO DONE.


Thanks so much, sorry I didn't get to it sooner. I'll try to post a simple runnable example in that thread when I get the chance...


Yes a simple example would be great if you get a chance sometime, thanks Nash! (Sorry could not PM you for some reason)
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