Precache GL textures issue + Skies too blurry.

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TheFerries
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Joined: Sun Nov 19, 2017 2:51 pm

Precache GL textures issue + Skies too blurry.

Post by TheFerries »

Been using the NormalNx scaling mode and so far I think it looks great, I'm surprised I've barely heard of it since it was available. For me it works like a good compromise between sharp and blurry textures taking care of all the aliasing issues plus the weapon sprites look less deformed due to scaling.

I'm playing on GZDoom 4.2.4a
Hardware mode (OpenGL mode, not vulcan)
Texture filtering set in trilineal.
Multisample x4
High quality resize mode enabled: NormalNx (with a 4x scaling)
Precache GL Textures Enabled.

The first issue is the Precache GL Texture option: for some reason, while it works 99% of the time, sometimes it still loads textures in-game giving you some micro stutters, a good example of this is TNT Evilution's MAP30, after you pass the instakill maze and in the next room you hit that switch that has a skull in a flaming background (I still have no Idea why its even a thing), when you hit that switch it changes from an animated fire to an animated water background, that last part it loads the textures of it so you see some micro stutters after you hit it, weirdly enough, In MAP08 of the same wad there's the same switch, yet it's all preloaded so it doesnt stutter after you hit it.

The next one is that some skies dont get scaled for an unknown reason to me:


Here's MAP01 from TNT Evilution (Expand the image to notice the difference) the sky looks blurry as it had no HQ resize while the other textures look properly scaled. It's an ugly sky yes, but it should look way less blurry as expected. It happens to all the skies in Evilution as I recently played the wad entirely.



And here's MAP01 from Memento Mori 1, now the sky looks properly scaled just as the other textures, I have no clue to why this only happens in some skies besides maybe the size of the sky texture.


Hope you guys can find a solution here! I've been tweaking some seetings but the sky still looks blurry unless I disable texture filtering however I do not like how aliased some texture looks even with the "None (trilineal)" option and "Anisotropic filtering x16", could there be a chance for some official Supersampling support? I know you can force it with Nvidia but sadly that adds some issues, like it's not well optimized and it makes wobbling flats look terrible.
Guest

Re: Precache GL textures issue + Skies too blurry.

Post by Guest »

Open console and set
gl_texture_hqresize_maxinputsize
to 1024 (default is 512)
ZellSF
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Graphics Processor: nVidia (Modern GZDoom)

Re: Precache GL textures issue + Skies too blurry.

Post by ZellSF »

Open console and set
gl_texture_hqresize_maxinputsize
to 1024 (default is 512)
TheFerries wrote:Hope you guys can find a solution here! I've been tweaking some seetings but the sky still looks blurry unless I disable texture filtering however I do not like how aliased some texture looks even with the "None (trilineal)" option and "Anisotropic filtering x16", could there be a chance for some official Supersampling support? I know you can force it with Nvidia but sadly that adds some issues, like it's not well optimized and it makes wobbling flats look terrible.
You're aware you can resolution scale factor to 2.0 in the menu?
TheFerries
Posts: 24
Joined: Sun Nov 19, 2017 2:51 pm

Re: Precache GL textures issue + Skies too blurry.

Post by TheFerries »

Thanks, that fixes the blurry skies! Why is 1024 not the default?

And yes I know I can set the resolution scale factor in the menu but it doesnt do that good on my pc, even if the scaling is on linear I still see a lot of shimmering and it actually runs worse than forcing supersampling x4 through Nvidia, I also find it annoying how it changes the hud so I have to change the settings of it. I actually prefer now to just use the NormalNx scaling option, I think it looks almost perfect, well apart from those micro stutters I mentioned.
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Graf Zahl
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Re: Precache GL textures issue + Skies too blurry.

Post by Graf Zahl »

TheFerries wrote:Thanks, that fixes the blurry skies! Why is 1024 not the default?
Because the value was meant for square textures, for wide skies it needs to take both dimensions into account but currently doesn't.
TheFerries
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Re: Precache GL textures issue + Skies too blurry.

Post by TheFerries »

Interesting, I hope for the future that gets into account.

At least the blurry skies got fixed, for some reason that really bugged me probably because of the inconsistencies. the only thing I would like now is to fix the stutter it happens when it loads textures even with the Precache turned on, like in MAP30 of Evilution (man this wad is a thing with those ugly new textures it added). However I don't know how precaching even works so thats out of the scope for me!
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Graf Zahl
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Re: Precache GL textures issue + Skies too blurry.

Post by Graf Zahl »

That's not really fixable. The precacher only can precache what it knows is used in the level, some textures are not detectable by raw level data and those must get loaded when needed. For unscaled textures this is rarely a problem, but the upscaling costs a lot of time. What's your graphics hardware and CPU?
TheFerries
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Re: Precache GL textures issue + Skies too blurry.

Post by TheFerries »

Its a GTX650 Ti and a i7 3700k.

Probably going to upgrade the graphics card soon.
_mental_
 
 
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Re: Precache GL textures issue + Skies too blurry.

Post by _mental_ »

To handle upscaling of such wide and tall textures better, we can just compare a product of width and height with gl_texture_hqresize_maxinputsize CVAR value squared.
In my opinion, there is no point to introduce some sophisticated heuristics here.
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Graf Zahl
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Re: Precache GL textures issue + Skies too blurry.

Post by Graf Zahl »

Agreed, that was what I intended anyway.
_mental_
 
 
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Re: Precache GL textures issue + Skies too blurry.

Post by _mental_ »

Done in ffe1a65.

Regarding precaching of switches, I need to check how textures for opposite states are determined. Probably, we can solve this too.
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Graf Zahl
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Re: Precache GL textures issue + Skies too blurry.

Post by Graf Zahl »

Switches and animations should already be handled, look at AddToList, p_setup.cpp, line 110.
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Re: Precache GL textures issue + Skies too blurry.

Post by _mental_ »

Switches and animations are handled, but the case when they are combined is not. Here is my PR. I assume that there is no plan to merge internal ANIMDEFS and ANIMATED lumps.

EDIT: Merged in e9a7dcd.
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