RenderRadius and sliced rendering

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Re: RenderRadius and sliced rendering

Postby dpJudas » Mon Feb 15, 2021 9:35 am

I pushed the branch to https://github.com/dpjudas/gzdoom/tree/renderslices in case anyone wants to try the performance improvements on their own computer. Note that this branch isn't ready for merging yet as there's a race condition still when it loads textures that causes it to crash in some rare cases.
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Re: RenderRadius and sliced rendering

Postby dpJudas » Tue Feb 16, 2021 6:49 pm

I pushed an update to this branch fixing the race condition. This should generally be ready for merging now. It is also silly fast with that fix, now running at 92 FPS in Frozen Time's bridge, beating the hardware renderer running at 71 on my computer. That was fun to see. What a difference removing a mutex lock can do. :)
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Re: RenderRadius and sliced rendering

Postby Nash » Thu Feb 18, 2021 12:26 am

So I gave this branch a spin out of curiosity and holy crap. What kind of wizardry is this. :D :D :D




Paletted VS true color. Both OpenGL backend. Eviternity, heavily gameplay modded (my own mods). Has dynamic lights enabled in the TC one.

400 FPS / 200 FPS respectively, at 1080p. This is crazy. I've never seen software rendering perform this fast before!

Hardware:

Processor Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz, 3192 Mhz, 6 Core(s), 12 Logical Processor(s)
RAM 16 GB
RTX 2080
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Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes

Re: RenderRadius and sliced rendering

Postby Graf Zahl » Thu Feb 18, 2021 1:07 am

Seeing those pictures reminds me again: Someone really needs to fix the blending for shaded decals in paletted mode. This has been broken forever and uses the color after colormap application to derive alpha, not the original color.
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Graf Zahl
Lead GZDoom+Raze Developer
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Joined: 19 Jul 2003
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