Except for speed... why is it so much slower than ZDoom?HotWax wrote:It doesn't yet have support for OpenGL features such as models and dynamic lighting, but it does have what's important
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SargeBaldy
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Graf Zahl
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SargeBaldy wrote:Except for speed... why is it so much slower than ZDoom?HotWax wrote:It doesn't yet have support for OpenGL features such as models and dynamic lighting, but it does have what's important
I have no idea. I once upgraded PrBoom's GL renderer to support all Boom features (like colormaps etc.) and it perfectly renders P:AR E1M6 (the beginning of this level is among the most complex scenes in a level I have ever seen) with 35 fps on my Athlon XP 2000 with GF 3Ti at a resolution of 1280x960. Neither ZDoomGL (old and new), Risen3D (with all dynamic light stuff turned off) or LegacyGL come even close to that value. ZDoom software is slowest, however with 17 fps.
So technically it's definitely possible to do it faster.
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Cyb
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Enjay
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I don't know if you have tried the software renderer with ZdoomGL. It is not the same as the Zdoom one, and at present has quite a few problems that can lead to graphical glitches and (apparently) crashes too. That's not to say it won't be fixed - I'm sure it will - but ATM it isn't really usable.HotWax wrote:On the other hand, you could just go with ZDoomGL, which has the option of switching back to the software renderer...
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SargeBaldy
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speak for yourself. either timmie's improved it significantly since 0.74, my radeon 7500 isn't good enough for it, or it's really bad at handling detailed spots.Cyb wrote:more complex stuff lags a bit, but nothing horrible
http://oregonstate.edu/~lloydo/pms-zdoom.png
http://oregonstate.edu/~lloydo/pms-zdoomgl.png
that room is still far from finished. considering i can get more than 11fps in hl2, i think it needs a bit more optimization
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Cyb
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http://cyb.vect.org:8080/pics/fps_zdoom.png
http://cyb.vect.org:8080/pics/fps_zdoomgl.png
those are both run in a window on a 32-bit desktop. zdoom goes up to 130 fps if I fullscreen it
I have v0.75 which is based off 2.0.47j (I believe), I'm not sure if that's a public beta tho, I know there is a 'public' beta version avaliable on the dw forums somewhere
http://cyb.vect.org:8080/pics/fps_zdoomgl.png
those are both run in a window on a 32-bit desktop. zdoom goes up to 130 fps if I fullscreen it
I have v0.75 which is based off 2.0.47j (I believe), I'm not sure if that's a public beta tho, I know there is a 'public' beta version avaliable on the dw forums somewhere
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Chris
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SargeBaldy
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sirjuddington
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On my machine ZDoomGL beats ZDoom for speed 90% of the time (the 10% being really complex maps). Of course thats probably because I have an Athlon 2500+ OC'ed to 3200+, and a GeForce 4 Ti4200.
I've found ZDoomGL runs slow on PCI cards, because I've heard complaints like it before from people with them, and it ran really bad on my brother's PCI Radeon 7000.
But yeah, if you haven't already, grab the very latest public beta of ZDoomGL here:
http://www.timmie.squabble.org/snapshots/
I've found ZDoomGL runs slow on PCI cards, because I've heard complaints like it before from people with them, and it ran really bad on my brother's PCI Radeon 7000.
But yeah, if you haven't already, grab the very latest public beta of ZDoomGL here:
http://www.timmie.squabble.org/snapshots/
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sirjuddington
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If you're talking about 0.745, yeah, the software renderer on that is based on 47j, which was the first version to support interchangable patches/flats, and the feature wasn't finished (or something to that effect), thus it likes to crash.Enjay wrote:I don't know if you have tried the software renderer with ZdoomGL. It is not the same as the Zdoom one, and at present has quite a few problems that can lead to graphical glitches and (apparently) crashes too. That's not to say it won't be fixed - I'm sure it will - but ATM it isn't really usable.HotWax wrote:On the other hand, you could just go with ZDoomGL, which has the option of switching back to the software renderer...
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Anonymous
I didn't mean that Randy should do one himself. But why all these code forks? Why can't people work on the same version if the sources. If someone wants to add OpenGL or net play to zdoom, why can't they work with Randy to do that? Or at least, he could merge the things he likes into the standard zdoom. Usually people collaborate on free software projects and forking is considered a bad thing. I for one would like to see zdoom have the features that are now in it's derivatives so there would be no need to have three different versions.HotWax wrote: Randy has already said no to the idea of doing an OpenGL renderer himself, so there's pretty much no chance you're going to get a single code base to work with. On the other hand, you could just go with ZDoomGL, which has the option of switching back to the software renderer...
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HotWax
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Enjay
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Xaser
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Graf Zahl
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Honestly, is there anything else JDoom is good for (unless you are a loser who cannot play Doom without dynamic lights, hi-res textures and 3D-models?Xaser wrote:and I only downloaded JDoom dor the Doom64 TC.
Hardware acceleration is nice, especially for true color display but Doom is a game that really doesn't need this high-tech-nonsense.