GZDoom - Looking like ZDoom!
Posted: Fri May 15, 2015 8:45 am
Welcome to my GZDoom Guide! Granted, this is a ZDoom forum, but with so many people using both – why not post this guide here? Now, what does this guide do? It helps setup your GZDoom to look crisp as if you've taken a screenshot from ZDoom it self!
GZDoom, under no circumstances, will look exactly like the software renderer – but it will try. First, lets talk about one of the main “features” (which is actually a handicap) of the software renderer. Banding. Banding is the software renderer half-assed, but quick attempt at shifting from a brighter scene (near the player) to a darker scene (further away from the player). Since the software renderer doesn't have any sort of dithering that many games after Doom and Duke Nukem 3D uses (namely Unreal), it resorts to banding. This image here shows the difference between OpenGL and Software – and the banding effect. I would also like to note that image isn't a true representation of the truecolor capability of GZDoom, as GIFs – like Doom – only uses 256 colors, 255 if using transparency.
Now that I've explained a little about the software renderer. Look at your ZDoom, then to GZDoom, then to mine. I'm on a horse and I'm here to guide you! To simplify some things; I will use the acronym 'UD' (User Discretion) for certain options. The options I'm about to give you is what I personally use. I do not use any sort of 'High Quality Resizing', there is a GIF that floats around describing how terrible it is. To round it off, you're scaling a sprite up using advanced algorithms, only to either botch the quality of the sprite, or to make it look like a spotchy painting. It doesn't work well in Doom, I'm sorry. Another thing too that is odd that I've seen other people use. Additive Lighting. Again, using a GIF – and as said above, it isn't a true representation, but you can see the difference. Having Additive Lighting on makes the lighting seem muddy. While this effect might work amazing in Photoshop, GZDoom however seems to be rather terrible at it. Until we get better lightning options for GZDoom, stick with having that option off. Atleast then it won't look like you're wading through a field of red, green or blue than that awesome flat texture.
Display Options
Most of these options are considered user discretion. The only thing I would recommend changing is “Use Fake Contrast” to either On or Smooth.
OpenGL Options;
Dynamic Light Options
Comments? Suggestions? Or maybe general kind discussion about GZDoom vs ZDoom and which one is superior? The only winning move is not to play.
GZDoom, under no circumstances, will look exactly like the software renderer – but it will try. First, lets talk about one of the main “features” (which is actually a handicap) of the software renderer. Banding. Banding is the software renderer half-assed, but quick attempt at shifting from a brighter scene (near the player) to a darker scene (further away from the player). Since the software renderer doesn't have any sort of dithering that many games after Doom and Duke Nukem 3D uses (namely Unreal), it resorts to banding. This image here shows the difference between OpenGL and Software – and the banding effect. I would also like to note that image isn't a true representation of the truecolor capability of GZDoom, as GIFs – like Doom – only uses 256 colors, 255 if using transparency.
Now that I've explained a little about the software renderer. Look at your ZDoom, then to GZDoom, then to mine. I'm on a horse and I'm here to guide you! To simplify some things; I will use the acronym 'UD' (User Discretion) for certain options. The options I'm about to give you is what I personally use. I do not use any sort of 'High Quality Resizing', there is a GIF that floats around describing how terrible it is. To round it off, you're scaling a sprite up using advanced algorithms, only to either botch the quality of the sprite, or to make it look like a spotchy painting. It doesn't work well in Doom, I'm sorry. Another thing too that is odd that I've seen other people use. Additive Lighting. Again, using a GIF – and as said above, it isn't a true representation, but you can see the difference. Having Additive Lighting on makes the lighting seem muddy. While this effect might work amazing in Photoshop, GZDoom however seems to be rather terrible at it. Until we get better lightning options for GZDoom, stick with having that option off. Atleast then it won't look like you're wading through a field of red, green or blue than that awesome flat texture.
Display Options
Most of these options are considered user discretion. The only thing I would recommend changing is “Use Fake Contrast” to either On or Smooth.
OpenGL Options;
Dynamic Light Options
- Dynamic Lights Enabled: Yes
Enable Light Definitions: Yes
Clip lights: Yes
Lights Affect Sprites: Yes
Lights Affect Particles: Yes
Force Additive Lighting: No
Light Intensity: 1.0
Light Size: 1.0
- Textures Enabled: Yes
Texture Filter Mode: None (Nearest Mipmap) / None
Anisotropic Filter: 16x
Texture Format: RGBA8
Enable Hires Textures: On
High Quality Resize Mode: Off
Resize Textures: Off
Resize Sprites: Off
Resize Fonts: Off
Precache GL Textures: On
Camera Textures Offscreen: On
Trim Sprite Edges: On
Sort Draw Lists By Texture: No
- Sector Light Mode: Software
Fog Mode: UD
Fog Forces Fullbright: UD
Weapon Light Strength: 8.0
Environment Map On Mirrors: On
Enhanced Night Vision mode: Off
Env Shows Stealth Monsters Any Fixed Colormap
Force Brightness In Fog: Off
Adjust Sprite Clipping: UD (Recommend: Smarter)
Smooth Sprite Edges: Off
Fuzz Style: Noise
Sprite Billboard: Y Axis
Particle Style: Particle Style: Square
Ambient Light Level: 20.0
Rendering Quality: Quality
Comments? Suggestions? Or maybe general kind discussion about GZDoom vs ZDoom and which one is superior? The only winning move is not to play.