Weird stuff GZDoom does (graphically)
Posted: Tue Jan 22, 2019 9:32 am
I've done some experimenting with GZDoom options and here what I've got:
When combined with Bloom and SSAO, multisampling of 2x and even 4x makes the game perform BETTER than without multisampling for some reason.
Apparently Bloom and SSAO are somehow positively affected by MSAA. The effect is 4-7% performance increase for MSAA 2x and 1-2% for 4x.
Without Bloom and SSAO multisampling still aqffects performance negatively (as expected)
Video example: https://my.mixtape.moe/lkuzar.webm
Another thing: Bloom Amount works in a weird way - instead of reducing Bloom it makes it "more concentrated", blooming the center of the bloomed area more the lesser the value (while also decreasingthe radius), and increasing the amount makes it bloom the center point of the effect less. It would've been nice if "bloom radius" and "bloom concentration" would be separate options. I couldnt notice the "kernel size" to make any visual difference at all in any scenario.
Here's an example: https://my.mixtape.moe/cyfsdm.webm
When combined with Bloom and SSAO, multisampling of 2x and even 4x makes the game perform BETTER than without multisampling for some reason.
Apparently Bloom and SSAO are somehow positively affected by MSAA. The effect is 4-7% performance increase for MSAA 2x and 1-2% for 4x.
Without Bloom and SSAO multisampling still aqffects performance negatively (as expected)
Video example: https://my.mixtape.moe/lkuzar.webm
Another thing: Bloom Amount works in a weird way - instead of reducing Bloom it makes it "more concentrated", blooming the center of the bloomed area more the lesser the value (while also decreasingthe radius), and increasing the amount makes it bloom the center point of the effect less. It would've been nice if "bloom radius" and "bloom concentration" would be separate options. I couldnt notice the "kernel size" to make any visual difference at all in any scenario.
Here's an example: https://my.mixtape.moe/cyfsdm.webm