How to get GZDoom shadows looking like this?

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arachnotron
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How to get GZDoom shadows looking like this?

Post by arachnotron »

https://www.youtube.com/watch?v=1BN_8fueUlg

I remember I always retracted from using lightmaps because of how shitty it looked unless you were really selective in where you place it (for example, if you put a pointlight next to a thin wall, the pointlight would show on the other side of the wall on the ceiling and floor)

Now on that video it looks awesome and even has directional shadows depending on the structure of the map, but my pointlights still create the same bugs and don't look like that. What's going on? I have the latest 3.1.0a version.
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Caligari87
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Re: How to get GZDoom shadows looking like this?

Post by Caligari87 »

You need to go into Options > Display Options > Dynamic Light Options and turn on Shadowmapping. But note, these lights are technically only 2D and thus will only be blocked by 1-sided lines. They'll still go through doors and stairsteps and such.

8-)
arachnotron
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Re: How to get GZDoom shadows looking like this?

Post by arachnotron »

Caligari87 wrote:You need to go into Options > Display Options > Dynamic Light Options and turn on Shadowmapping. But note, these lights are technically only 2D and thus will only be blocked by 1-sided lines. They'll still go through doors and stairsteps and such.

8-)
Thanks. How come it doesn't come on by default? the improvement is great as seen on the video and there doesn't seem to be any impact on performance so?
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leileilol
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Re: How to get GZDoom shadows looking like this?

Post by leileilol »

Because having graphics cruft on by default in a sourceport for an old video game is a bad, perception-warping, vision-tainting practice and should be left to the user's discretion only. What "looks great" shouldn't represent Doom at its core. It's bad enough there's been a decade of decals and additive shoehorning that was accepted
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Nash
 
 
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Re: How to get GZDoom shadows looking like this?

Post by Nash »

^ what leileilol said. Plus, those new fancy graphics features aren't exactly free in terms of performance cost. This would contribute to the ignorant "reeeeee GZDoom is slow" argument.

Also remember that all this stuff had to be tacked on to an ancient rendering engine from the 90's... had a new, modern 3D engine been written from scratch, all of the fancy graphics effects would not have caused too big of a hit on overall performance.

Not knocking anyones' work; I personally love "fancy graphic's" in my Doom too, but I activate those at my own discretion and my own willingness to take the performance hit from them.

PS: yes, the shadowmaps actually DO have an impact on performance. Maybe you don't feel it because you have a good computer and graphics card.
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Rachael
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Re: How to get GZDoom shadows looking like this?

Post by Rachael »

A lot of this "slowness" might be overcome if GZDoom's OpenGL renderer removes its reliance on BSP completely - but that may require some extensive rewrites of certain core engine components that no one currently has time for. This seems to be something that will need to be done anyway if the Vulkan rewrite is to see any benefit, as well.

Luckily, we already have a mod that will help us see if the rewrites had any actual effect or not. ;)
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Re: How to get GZDoom shadows looking like this?

Post by dpJudas »

Isn't that specific mod more limited by the playsim than the renderer? :)
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Rachael
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Re: How to get GZDoom shadows looking like this?

Post by Rachael »

There are some maps that stress the BSP walker, particularly in the middle of the second episode if I recall correctly.

(edit: after checking, I can confirm that C2M3 definitely does this, at least with my CPU)

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