Night Falls wrote:Would it be possible to make post processing and all that still exist in the other renderers, or make them optional in some way?
I noticed you got the right answer already, but just to be clear:
GZDoom has a D3D9 renderer, a OpenGL 3.3 one, a Vulkan one and the GLES one. PBR/postprocessing is still available, just not with the GLES one.
drfrag wrote:All those are wrong. It's '+vid_preferbackend 3' without the quotes. But why don't you just select the backend in the iwad selection window?
I had checked the GLES option in the IWAD selection menu. This is probably why the ini file was already showing vid_preferbackend=3
I also ran a batch file with the parameter +vid_preferbackend 3, but GZDooM didn't load (same error about OpenGL driver not being accelerated). [Incidentally, I did have GZDooM compatibility set for Win 8.]
Incidentally, using a workaround I was able to get the custom GZDooM version you developed to run again.
LZDoom should run too (in compatibility mode). With OpenGL i mean, D3D will run anyway. Softpoly (GZDoom) also runs on D3D and it's not that bad once you select the software light mode and lower the resolution (with a custom scale mode). Your best bet is running LZDoom there tough.
drfrag wrote:LZDoom should run too (in compatibility mode). With OpenGL i mean, D3D will run anyway. Softpoly (GZDoom) also runs on D3D and it's not that bad once you select the software light mode and lower the resolution (with a custom scale mode). Your best bet is running LZDoom there tough.
With SoftPoly rendering it is impossible to play well even in Doom 1 and 2. The software works much better.
Yeah, "renderer" in the context of Direct3D implies actual GPU involvement with rasterizing the geometry - which it does not do, that is all done on the CPU. There are markedly CLEAR differences between a scene that is drawn by a GPU and one that is drawn by the CPU. Notably that the latter is usually much slower on more modern systems, and also that bad drivers have very limited, if any, effect on the final outcome of the render. (Though they can still mess up the presentation)
Hey, I was testing this new build and noticed something odd with the font I use for all my Golden Souls projects,
This is pre 4.7.0
This is with 4.7.0
As you can see they got black borders now, is it intended? Any way to revert to the previous look? I'd rather have the soft gold edges than yellow to black.
Perhaps it's another manifestation of this? viewtopic.php?f=7&t=73368 though previous examples have made the font look brighter so maybe not. It does fit with Graf's explanation though.
Enjay wrote:Perhaps it's another manifestation of this? viewtopic.php?f=7&t=73368 though previous examples have made the font look brighter so maybe not. It does fit with Graf's explanation though.
I think an easy solution to keep the new palette calculations in and have the old ones as well would be a parameter that enables old 256bit calculations if needed in TEXTCOLO, such as