GZDoom 4.7.0 released

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Redneckerz
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Re: GZDoom 4.7.0 released

Post by Redneckerz »

Kinsie wrote:
Redneckerz wrote:GZDoom has a D3D9 renderer
...does it?
Ughhhhhhh

Its a backend. I guess that serves it far better than saying it ''renders'' something.
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Graf Zahl
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Re: GZDoom 4.7.0 released

Post by Graf Zahl »

No, in this case it implies thecwrong thing - it is just the presentation layer for the softpoly backend.
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Re: GZDoom 4.7.0 released

Post by Phredreeke »

Does this mean that graphics hardware with less than OpenGL 3.3 is unsupported outside of Windows even using the software renderers?
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Redneckerz
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Re: GZDoom 4.7.0 released

Post by Redneckerz »

Graf Zahl wrote:No, in this case it implies thecwrong thing - it is just the presentation layer for the softpoly backend.
Fine. Direct3D9 is used as a presentation layer for the softpoly backend.
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Re: GZDoom 4.7.0 released

Post by Blzut3 »

Phredreeke wrote:Does this mean that graphics hardware with less than OpenGL 3.3 is unsupported outside of Windows even using the software renderers?
No, on Linux SoftPoly is backed by SDL_Renderer which has a software fallback itself so should work on literally anything. This extra layer does have a performance penalty though so even though SDL_Renderer can present through OpenGL as well (not sure what version it requires), as well as GL ES or Vulkan, it will be slower than going through GZDoom native support for these APIs. Probably better than the software render driver, but never tried on relevant hardware.

On macOS SoftPoly is backed by OpenGL. Not sure if it would technically require a lower version, but kind of irrelevant since you'll be stopped by the OS version requirement before you can have hardware poor enough for it to matter.
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Re: GZDoom 4.7.0 released

Post by Enjay »

I notice that the forum download is still pointing to 4.6.1:

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Re: GZDoom 4.7.0 released

Post by Rachael »

Thanks, fixed.
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RKaji
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Re: GZDoom 4.7.0 released

Post by RKaji »

Hi, the update is great, a lot of useful things have been done!
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Re: GZDoom 4.7.0 released

Post by VindSole »

On macOS M1 material textures doesn't seem to work.
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Re: GZDoom 4.7.0 released

Post by wildweasel »

VindSole wrote:On macOS M1 material textures doesn't seem to work.
Please file a report in our Bugs forum, not in News.
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Re: GZDoom 4.7.0 released

Post by Ludicrous_peridot »

I am curious about the rationale for this change
block user overrides for the logic module of core fragment shaders.
Prior to 4.7 it was fairly easy to change the looks of fuzz effect globally by overriding one of the built in fuzz shaders with your own and then configuring the corresponding gl_fuzztype.
Is there any other easy and straightforward way for this with 4.7 and onwards?
Or could it be possible to allow gl_fuzztype to reference user shaders and not have its value clamped at 8?
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Graf Zahl
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Re: GZDoom 4.7.0 released

Post by Graf Zahl »

The rationale was that the core logic may be changed in future versions, making any such mod incompatible.
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Re: GZDoom 4.7.0 released

Post by Ludicrous_peridot »

Graf Zahl wrote:The rationale was that the core logic may be changed in future versions, making any such mod incompatible.
Thanks. Seem's a slightly longer version of the rationale in this other thread viewtopic.php?f=15&t=72875#p1198316
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Re: GZDoom 4.7.0 released

Post by SLON »

Graf Zahl wrote: Pre Vulkan hardware currently is at ~13 %.
Tell me, please, where do you get all these numbers from? My computer, for comparison, does not support Vulcan properly, and I do not understand why I should buy an unnecessary one to play a 30-year-old game. Moreover, I know those who play on computers with a truly ridiculous power of the present day.

If this is some kind of "segregation" for "non-cool gamers", then just say so.
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Re: GZDoom 4.7.0 released

Post by Caligari87 »

SLON wrote:If this is some kind of "segregation" for "non-cool gamers", then just say so.
It's not. The numbers come from the hardware survey that some versions of GZDoom have. Users are able to report their hardware configuration directly through GZDoom. Stats don't lie, your hardware is increasingly in a minority among GZDoom's users.

GZDoom is not a 30-year-old game. It's a modern engine which happens to use the same base resources as a 30-year-old game. If you only want to play Doom, you can use Chocolate Doom, Crispy Doom, PrBoom, or even DOSBox. If you want the latest fancy mods with PBR texture shaders and 3D models and advanced scripting capabilities, then you need modern hardware to run GZDoom.

8-)
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