^ Basically this. It's the same problem as keybinds; there's no such One Cfg to Rule Them All, but some reasonable presets will go a long way.
Quotin' my suggestions from the other thread:
- OpenGL Filtered (current defaults, only with Software light mode set by default)
- OpenGL Nearest (GL_NEAREST_MIPMAP_LINEAR, possibly with AF turned on for some crispness; Software light mode too)
- Software Truecolor (w/dynlights)
- Software Classic (paletted; no dynlights; basically the same visuals as ZDoom 2.8.1)
As mentioned in the list, though, one thing IMO that
should be changed for all cases is the default light mode -- "Dark" is not accurate to Doom's lighting model; "Software" is. The latter produces correct results in the vast majority of Doom maps (i.e. non-GZDoom maps or ones that don't target a particular lightmode), while the former is just an older mode that's the default for legacy reason (and GPU-compatibility I suppose), and unfortunately this is something that's more pervasive that contributes to the "GZDoom just looks wrong" sentiment that tends to float around. As opposed to filtering which are user preferences that people know they can turn off, the light model is way more sneaky.
Back on topic, I'd like to echo the sentiments from earlier that the menu makes it really tough to figure out
what to change (I know of at least one person who stuck to 2.8.1 specifically because it took too much fiddling to try and get the classic look back). A menu revamp is a topic for another thread, but the presets will relieve most of the pain.