It didn't. The post didn't contribute anything to the discussion, so I moved it.Erick194 wrote:Poor my wink disappeared
Support PSXSoftware mode in GZDoom
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Re: Support PSXSoftware mode in GZDoom
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Re: Support PSXSoftware mode in GZDoom
I didn't mean to, but it's okay, excuse me.Blue Shadow wrote:It didn't. The post didn't contribute anything to the discussion, so I moved it.Erick194 wrote:Poor my wink disappeared
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Re: Support PSXSoftware mode in GZDoom
I feel like "a knowing wink from the guy who reverse-engineered all the PSX stuff for a GZDoom fork and might know a thing or two about how to implement this in mainline" doesn't sufficiently count as objectionable content to be split into the trashcan subforum reserved for spam, flames, trolls and the occasional legitimately awful human being, but hey, go ahead and drop a bomb on an ant I guess.Blue Shadow wrote:It didn't. The post didn't contribute anything to the discussion, so I moved it.Erick194 wrote:Poor my wink disappeared
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Re: Support PSXSoftware mode in GZDoom
TIL: Not knowing facts that may be obvious to one person but can easily and legitimately be missed by another constitutes an internet death sentence! Go internet!
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Re: Support PSXSoftware mode in GZDoom
I obviously can never substantiate this with hard evidence but although you are right, i do think its kind of odd that its only done now with this specific person. I am aware that this is some... history behind it which i wouldn't delude further into.Blue Shadow wrote:It didn't. The post didn't contribute anything to the discussion, so I moved it.Erick194 wrote:Poor my wink disappeared
The reason i throw up this post is that i have made (more than once) a comment consisting of nothing more than an emoji aswell. Its done as a reaction, in the same vein as Erick's. I recall Gez did this once aswell.
There was never a consequence to it since in all these cases it was obvious what the poster's intentions were. It seems to me that in this situation, this was not perfectly recognizable for you, i suppose, leading to the given reason?
Perhaps i should branch this off in a PM. If that has to be the case, then i will do so and in the forthcoming future as im aware this can be seen as a derail from the original topic at hand.
Re: Support PSXSoftware mode in GZDoom
Sorry to bump - just dropping info in case somebody is interested in implementing PSX style shading for GZDoom or other engines. It could be a nice addition to support something like the PSX TC.
PsyDoom 0.7.0+ now features a Vulkan based renderer which provides high resolution, widescreen and other modern comforts while also emulating the shading of the original PSX Doom very closely. For the most part the only minor differences that exist are due to imprecisions in the PSX renderer itself. Here are some screenshots: https://www.doomworld.com/forum/topic/1 ... nt=2248546
And here is a video which goes back and forth between the Vulkan and original renderer for comparison: https://www.youtube.com/watch?v=0miyRHptfeA
The code that does this PSX shading is a pretty simple GLSL fragment shader found here: https://github.com/BodbDearg/PsyDoom/bl ... world.frag (other supporting and included code is also in the same folder)
One of the key things to emulating the PSX look I found is truncating color to 16-bit, using the 'psxR5G5B5BitCrush' function. Also using a 16-bit framebuffer is important for blending results accurate to the original game; PsyDoom falls back to a 32-bit framebuffer however when that format isn't available to the loss of some accuracy.
PsyDoom 0.7.0+ now features a Vulkan based renderer which provides high resolution, widescreen and other modern comforts while also emulating the shading of the original PSX Doom very closely. For the most part the only minor differences that exist are due to imprecisions in the PSX renderer itself. Here are some screenshots: https://www.doomworld.com/forum/topic/1 ... nt=2248546
And here is a video which goes back and forth between the Vulkan and original renderer for comparison: https://www.youtube.com/watch?v=0miyRHptfeA
The code that does this PSX shading is a pretty simple GLSL fragment shader found here: https://github.com/BodbDearg/PsyDoom/bl ... world.frag (other supporting and included code is also in the same folder)
One of the key things to emulating the PSX look I found is truncating color to 16-bit, using the 'psxR5G5B5BitCrush' function. Also using a 16-bit framebuffer is important for blending results accurate to the original game; PsyDoom falls back to a 32-bit framebuffer however when that format isn't available to the loss of some accuracy.