Thanks for all this information. Very useful and informative, as well as interesting.Graf Zahl wrote:Here's some comments:
Yes, it's a known issue. The HQnX assembly code that only worked under Windows had been replaced by a C-version, but apparently it's of lesser quality. I'll have to dig out the old code again so that under Windows it can be reactivated.
I haven't experienced those. Are you using any form of hires textures, either auto-scaled or loaded when experiencing this? And if so, what kind of hires textures?
I wouldn't be surprised if this was caused by the C-based HQnX code which is quite a bit slower than the hand-optimized assembly of the old version
Probably the same, but Brutal Doom loads a lot more resources.
No, and this can't be changed back. That hack depends on how OpenGL rendering is set up - it fails with any kind of loader library - and GZDoom now uses GLEW for that. I also believe that the hack library is restricted to OpenGL 2.0. GZDoom 2.0.x, however, requires at least GL 3.3, it is also fully shader based (no fixed function rendering at all!) and on modern hardware supporting GL 4.4 features, it will run in an OpenGL core profile (the only non-core code in the entire engine is the fallback rendering for older cards, that's a 6-line function.)
It was post 1.8.6, but I already had planned to reinstate the old code due to these problems, but for the betas it was more urgent to get them in a working state.
Good to know, though, that it won't crash anymore, so it looks that problem already got addressed since the 1.8.2 release.
I will most likely try versions between 1.8.2 and 1.8.6 to find a version that works for me, that plays well for my setup, doesn't crash with DHTP, and that still allows the bloom hack. The bloom hack is one my main points of interest for my Brutal Doom configuration, along with the DHTP and plenty of other mods. My plan really ideally was to create a "backup plan" in the event the new Doom flops. Really hope it doesn't but I have my doubts as I'm sure many other hardcore Doomers have.
To be honest I don't actually use the DHTP with standard GZDoom. Instead I use trilinear texture filtering and HQ4X, which sometimes actually looks better to my eye. However in Brutal Doom, I just simply must use DHTP. Adds that extra layer of epicness to it.
I suppose with this, we can consider this thread "done" or rather nothing more to add. Thanks again Graf! Keep up the great work with GZDoom.

