sedrosken wrote:Well, that's certainly a metric ton better than what I had before. I still can't run Square (that's okay, I've got other machines that can) but I can at least run Brutal Doom V21 on a Pentium III-S.Runs surprisingly well! No SSE2? No OpenGL2? No problem...
TDRR wrote:sedrosken wrote:Well, that's certainly a metric ton better than what I had before. I still can't run Square (that's okay, I've got other machines that can) but I can at least run Brutal Doom V21 on a Pentium III-S.Runs surprisingly well! No SSE2? No OpenGL2? No problem...
viewtopic.php?f=19&t=61046
This runs very well in ZDoom LE. Don't expect very playable framerates though, you might want to use ZDoom32 in software mode for that, set the wall culling distance to something low and the detail mode to something lower than high. (ZDoom LE also has this but from what i have seen ZDoom32 has a ever-so-slightly faster software renderer)
Unless the Pentium III-S is faster than a Celeron 1.4GHz it's not going to run well.
I said in a comment that 3D floors are missing in certain levels but this only affects Zandronum and GZDoom 1.8.6, ZDoom LE and newer work just fine.
sedrosken wrote:Huge thank you! I use the OpenGL renderer anyway, so everything's nice and smooth for me at my monitor's native res of 1024x768. Helped that I already dialed in workable shadows/lighting/filtering settings. BD21 can still chug a bit, but by and large, I'm incredibly happy with this solution.
drfrag wrote:...Wall and sprite render cull options for the GL renderer...
drfrag wrote:it's enabled by default so you've probably tried it already.
drfrag wrote:That feature was obviously not in Doom. I've just uploaded a new devbuild with the fix.
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