I wished for Better Graphics

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Re: I wished for Better Graphics

Postby Chris » Sat Dec 05, 2020 5:07 pm

Graf Zahl wrote:There's one thing that's often forgotten with such high refresh rates, though:

They literally reduce the time the CPU has to produce both the game logic and the scene rendering in half, so this may end up having to choose between higher frame rates and more complex gameplay.

Not necessarily. Games can update logic at a fixed rate but render at a much higher rate by interpolating between the two logic states. With rendering and frame interpolation on a separate thread, you could run the logic update over multiple rendered frames, as long as the app is properly structured to calculate a new logic state separately from what the rendering thread is using to draw. Once the new state is ready, there would need to be some synchronization for the rendering thread to begin using the now-complete state, but it doesn't need to run the whole logic at that point in between drawing. Modern games split physics, AI, pathing, and other updates into different threads that update at different rates (the Bullet physics library does this; physics internally update at a set delta to help maintain stable simulations and keep CPU load in check, but the app can step the physics simulation with more fine-grained timing that gets you interpolated "physics frames").
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Re: I wished for Better Graphics

Postby Graf Zahl » Sun Dec 06, 2020 1:13 am

So in other words, for this to be performant we'll need 8 core CPUs... :mrgreen:
Let's wait for the next generation of computers then when everybody got one. :twisted:
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Re: I wished for Better Graphics

Postby zenlikecreature » Thu Jan 14, 2021 10:37 am

Thank you for the replies, it's been a long time because I had difficulty logging in.
VSync is indeed beneficial. I'm also using "speed" rendering mode but I still wish the game looked better.

[Pixels]
I believe that in 320x200 pixels look better in software mode - i.e. textures resize more cleanly than in hardware mode (which I prefer to use) and the weapon sprite snaps to pixel grid, which in hardware mode has annoying distortions. Would it be possible to make hardware mode behave more like software mode in that scaling respect?

[Melt and other transitions]
I remember I also wanted to mention that the wipe effect is kinda broken in GZDoom - in most configurations it's too slow to endure and when it animates a bit quicker it's still too slow. It may be some complex issue but perhaps just speeding it up will make it usable.

[Toggle Run]
There is a toggleable key for running in GZDoom but it displays annoying notifications:
"CL_RUN" = "TRUE" ; "CL_RUN" = "FALSE"
It would objectively be better not to have those on the screen.
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