Rendering - Line/Actors distance culling

Remember, just because you request it, that doesn't mean you'll get it.

Moderator: GZDoom Developers

Posts: 539
Joined: Sat Sep 23, 2017 8:42 am
Graphics Processor: nVidia with Vulkan support

Rendering - Line/Actors distance culling

Post by Darkcrafter »

It's already been implemented in LZDoom and GZDoom has those cvars hardwired into console but they don't work. I'd like to get playing my huge maps with very same feature in GZDoom.
User avatar
Posts: 51
Joined: Mon May 27, 2019 5:32 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Rendering - Line/Actors distance culling

Post by grotski »

i'd like to see this as well.

similarly would also love if mappers were given a linedef flag to always cull sprites beyond it except when things are flagged otherwise for optimization by hand. probably harder to implement, one can dream though.

Return to “Feature Suggestions [GZDoom]”