ah, the blue light around them was quite subtle indeed. gl_texture 0 made them visible.
The new OpenGL ES Renderer... WOW!
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Re: The new OpenGL ES Renderer... WOW!
Those numbers look a lot better already. Obviously the higher fps for the GLES renderer is mainly the lower number of lights being active - so it definitely makes sense to add an option for that as well.
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Re: The new OpenGL ES Renderer... WOW!
Yeah it made quite a difference, thanks.
For your information;
I decided to turn dynamic lights off to get a solid 60 FPS at 4K. I'm back at my normal playing settings with vsync on & FPS limited at 60. In OpenGL, FPS fluctuates between 50-60 FPS even on e1m1. In GLES, I'm getting a solid 60 FPS.
So there does seem to be a speed difference still between the two backends even with dynamic lights taken out of the equation.
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Re: The new OpenGL ES Renderer... WOW!
This is not surprising.
The shader for the full OpenGL backend is more complex because it contains all options and checks them at run time. GLES uses a large number of smaller shaders instead. On weak GPUs this will be faster, but on fast GPUs the overhead from shader switching will cancel this out entirely.
The shader for the full OpenGL backend is more complex because it contains all options and checks them at run time. GLES uses a large number of smaller shaders instead. On weak GPUs this will be faster, but on fast GPUs the overhead from shader switching will cancel this out entirely.
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Re: The new OpenGL ES Renderer... WOW!
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Re: The new OpenGL ES Renderer... WOW!
Sadly doesn't support Anti-Aliasing.
I run regular OpenGL with 4x MSAA and 4x SSAA to fully eliminate shimmering, but this has no effect in OpenGL ES, not even the built-in 32x Multisampling.
I run regular OpenGL with 4x MSAA and 4x SSAA to fully eliminate shimmering, but this has no effect in OpenGL ES, not even the built-in 32x Multisampling.