Rachael wrote:GZDoom does not run OpenGL in Software mode on anything below OpenGL 3.0.
For that it either uses Direct3D or whatever unaccelerated framebuffer the operating system will provide.
Rachael wrote:It will not even start until you disable vid_glswfb in Windows.
On Linux it just does a fallback to unaccelerated SDL.
Kotti wrote:ATI always had issues. I still remember the bad old times when I had such a card. Fog display on any ATI card before shaders was totally broken and glitchy and essentially had to be disabled. This was a driver bug which never got fixed. The other issue dating from these bad old times is the poor draw call performance. This has plagued ATI since the beginning of times and also never improved until today.
Graf Zahl wrote:The shader was written for OpenGL 3.x compatible cards. Even the first iteration was entirely unusable on such old hardware. Even for one generation older there were several options that could be disabled, but as things stand, GLSL was not usable on pre-OpenGL 3 hardware. That was mainly an issue of GLSL, though, because it was written for more capable hardware . Microsoft's shading language was far less abstract and easier to use on GL 2 hardware.
I also remember making some tests on my old Geforce 6800, where even a full-scene invulnerability shader caused a significant performance breakdown. And that shader back then was as simple as they come, with no changing input aside from the vertices.
Users browsing this forum: No registered users and 0 guests