Oh hey, my account does still work. Seems a couple of pieces of confusion is floating around, let's clear those up;
sinisterseed wrote:Not really. There are exceptions to this, such as Doom 64's bilinear filter which, based on what some devs said, actually really pushed GL to its limits, but not Vulkan and apparently the DX11 which had unresolved issues.
Seems you've crossed a few wires. Doom64 doesn't have a bilinear filter, it has a three point filter. If it was just bilinear it wouldn't have needed a custom shader implementation.
However more to the point, the OpenGL renderer had absolutely no problem with the shader at all. No in fact the real problem with OpenGL is just that it was OpenGL, it was causing design conflicts with the RHI between the other renderers, which included GNM on the Playstation (it doesn't use OpenGL or Vulkan), and DirectX12 on the Xbox. There was also barely any hardware that was using it anymore (cards with only OpenGL 3.2 in computers that could still run our games in the first place were few and far between), DirectX made for a better legacy fallback in the end, which is what caused OpenGL to get tossed out in Shadow Man, which brings me to...
Redneckerz wrote:And yes, Shadow Man's real time lighting is awesome, but its also not something that should bump the specs to where they are now, just for that effect alone.
No that's straight up not how that works. Shadow Man's lighting isn't what's driving up the spec, hell we probably could still run that on OpenGL 3.2, the problem is however that OpenGL basically required having its own renderer at this point given all the other graphics APIs we needed to support. OpenGL made the least amount of sense to support going forward as it was just creating design conflicts with all the various memory management and render context functions we needed throughout the core of the renderer.
The minimum requirement would still be DirectX11, even if the shadow maps weren't there. Hell you can even disable them so it's blatantly not even a feature requirement.