Rachael wrote:Actually - right around the time GZDoom launched, it was already a big hit. The main reason was because of the truecolor rendering that it offered over ZDoom's. At the time, it also supported numerous other features not present in the latest ZDoom, such as DECORATE enhancements (weapons were finally definable!), 3D floors, and skyboxes. Of course, there was always a certain group of people who just could not run it, more than there are today, but on the all and whole the majority of people always used GZDoom since it became available. I would say, however, that compared to now, fewer people stuck to the software renderer out of preference over necessity - whereas now among the few software renderer holdouts, that's exactly what they do.
And - one of the big features that it had over ZDoomGL, unfortunately but painfully obviously, was speed. I remember how pleasantly surprised I was when GZDoom outperformed all of the source ports Legacy, Doomsday, and ZDoomGL, which up to that point were the only OpenGL-compatible source ports I had used (and I was not impressed...). I had never heard of prBoom+ at that time, so I never knew that's where GZDoom came from.
Nash wrote:Usually the "I can't run OpenGL" ones I only see on niche/enthusiast/classic forums.
tsukiyomaru0 wrote:A problem I see with GZDoom is that it is not very good with its Software Rendering. It's there, but is not as smooth as ZDoom or Zandronum's Software Rendering
koverhbarc wrote:And the potential importance of LE is confirmed again.
tsukiyomaru0 wrote:A problem I see with GZDoom is that it is not very good with its Software Rendering. It's there, but is not as smooth as ZDoom or Zandronum's Software Rendering, this can be observed by running the Voxel_Test on GZDoom +Vid_Renderer 0, ZDoom and Zandronum +Vid_Renderer 0
Most noticeably: ZDoom and Zandronum runs the Voxel_Test well, with either no loss or no noticeable loss, but GZDoom runs at half of the frames when plenty of voxels are on screen in this case, becoming visibly choppy.
koverhbarc wrote:Doom's renderer was never meant to be floating point, but the more precise fixed point.
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