GZDoom 3.3.0 released

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Re: GZDoom 3.3.0 released

Postby Graf Zahl » Fri Apr 13, 2018 1:38 pm

No worries there. The percentages have been quite stable for the last two weeks, which is why I ended the survey - we would get more reports but they don't change anything about the result anymore. But if you want your number in, just start up 3.3.0 and have it send it (not that would change anything about our decisions now... ;))
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Graf Zahl
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Re: GZDoom 3.3.0 released

Postby 4thcharacter » Fri May 04, 2018 11:59 pm

I don't know if it's mentioned in the previous pages or other thread, but what is the devs' decisions?
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Re: GZDoom 3.3.0 released

Postby Graf Zahl » Sat May 05, 2018 1:11 am

The decision was to discontinue support for the DirectDraw and Direct3D backends of the software renderer and handle software renderer display exclusively through the existing hardware renderer. This is already implemented in current devbuilds.

OpenGL 2.x support will remain for the time being but don't expect this to last forever. It's far too much of an obstacle for modernization to keep it any longer than absolutely necessary.
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Graf Zahl
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Re: GZDoom 3.3.0 released

Postby 4thcharacter » Sat May 05, 2018 10:29 am

Alright, what does this say for people with rigs who don't have more than 2.x Open GL support? Any alternatives?
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Re: GZDoom 3.3.0 released

Postby Rachael » Sat May 05, 2018 10:30 am

First off, those people are few and far between, secondly, there is still ZDoomLE/32/whatever DrFrag is working on.
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Re: GZDoom 3.3.0 released

Postby Graf Zahl » Sat May 05, 2018 12:51 pm

4thcharacter wrote:Alright, what does this say for people with rigs who don't have more than 2.x Open GL support? Any alternatives?



Don't think we didn't thoroughly analyze the numbers we got.
We can blanketly assume that everybody who can start the hardware renderer does have GL2 capable hardware. That alone is 97% of the entire user base. For the rest some information can be gathered by looking at the installed OS, the number of CPU cores and then using some projections from the data of the other 97%. Unless some people really run some truly weird setups the realistic number we could extrapolate was that ~0.3% of GZDoom's users may not have OpenGL 2.x support. But we had 4 render backends, 3 of which exclusively targeted these 0.3%, which is simply an uneconomic proposition.

Regarding OpenGL 2.x, expect that more and more mods depend on newer features to work and look as intended. It's a dying platform that won't last much longer. Prepare for the current 6% to decrease quickly.
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Graf Zahl
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