Draw Distance

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BtPck

Draw Distance

Post by BtPck »

I play ZDoom with brightness on 1, it feels right and anything above 1 is too bright for my taste.
The same goes out for monitor brightness, I have everything on the settings I like and tend not to touch it.
The only problem I have now, is with the draw distance.
I have seen numerous source ports for other games have the option to increase the draw distance, is this something that could be implanted into ZDoom also?
And since draw distance improves how far you can see, would antistrophic filtering be needed? To fix that nasty blur that tends to happen when draw distance is used.
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Graf Zahl
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Re: Draw Distance

Post by Graf Zahl »

I have no idea what you are talking about. There is no limit to the drawing distance. Extremely dark areas, however, can become fully black in the distance. If that is what you mean, try playing around with 'r_visibility' in the console.

In any case, I don't think there's much that can be done here.
Laerrus
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Re: Draw Distance

Post by Laerrus »

Graf Zahl wrote: Tue Oct 05, 2010 3:26 am There is no limit to the drawing distance.
For anyone googling this and getting no where, there absolutely is a draw distance limit, otherwise wide open areas built near max size would not have heavily glitching sectors vanishing in OpenGl.
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phantombeta
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Re: Draw Distance

Post by phantombeta »

Laerrus wrote: Sun Apr 21, 2024 10:45 am
Graf Zahl wrote: Tue Oct 05, 2010 3:26 am There is no limit to the drawing distance.
For anyone googling this and getting no where, there absolutely is a draw distance limit, otherwise wide open areas built near max size would not have heavily glitching sectors vanishing in OpenGl.
There's no draw distance limit. This was thread was about ZDoom's software renderer, not GZDoom's hardware one, and the issues with too-large maps are caused by the nodebuilders generating broken nodes with such large maps.
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Re: Draw Distance

Post by Laerrus »

phantombeta wrote: Sun Apr 21, 2024 10:15 pm There's no draw distance limit. This was thread was about ZDoom's software renderer, not GZDoom's hardware one, and the issues with too-large maps are caused by the nodebuilders generating broken nodes with such large maps.
I don't see anything about hardware/software rendering being specified. I am aware that software mode can render the entire max area, but without polygon models and 3d floors it's really a moot point. Even if it is the nodebuilders, it still effects how far the GZDOOM engine can draw sectors in wide open spaces. I am even finding as map complexity increases, the max size of an open area the engine can deal with shrinks well below the 32,000 some odd mark that it works at with 'basic' geometry, to the point I am contemplating switching my next project over to Unreal, even though I have never been able to figure out how to do anything in it, even since it's first incarnations.

My point is, for anyone seeking answers on why their maps aren't allowing for 'unlimited draw distances'; it's because it simply won't; unless as you said, you use software rendering mode, which then strips the engine down of functionality.

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