I dislike dithered alpha in modern games, but in an older "pixel" game like Doom it seems like it would be a useful and aesthetically consistent option to reduce the performance impact of overdraw. I tried creating this as a shader for some effects actors in Hideous Destructor, but found out that actor translucency is applied after material shaders so it's not really something that can be done "universally" without revising all the actors as well.
How feasible would this be to add as an engine-level rendering option? Perhaps with a setting for dithering based on alpha percentage, and another for rounding alpha to 0% / 100%?
Dithered / clipped alpha option
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Re: Dithered / clipped alpha option
This is not feasible at all. For once, it's something only low end hardware would benefit from and second, the shader for this would have to disable early depth tests and ultimately not really save much.