The Vulkan API in gzdoom does not display deleted middle textures if texture filtering is enabled.
Posted: Mon Jan 06, 2025 3:04 pm
Good afternoon.
Grid textures, etc. when texture filtering is enabled in gzdoom, they are displayed only at a fairly close distance from the player. But when you move away from these textures, they disappear before your eyes, which is a wrong visual trick. And this is observed in Vulkan API rendering, while in OpenGL, with the same texture filtering settings, the lattice textures are displayed at fairly large distances and do not disappear. In gzdoom 4.14.0, in the Vulkan API rendering, the texture mapping problem persists when filtering is enabled (nearest mipmap or linear mipmap or trilinear or bilinear) Anisotropic filtering and multisampling do not improve the situation of displaying lattice textures, in addition, scaling by 6 times does not improve the situation and reduces productivity. Below I will attach screenshots of this problem.
My configuration: intel i7 10700kf processor, nvidia 4080 graphics card. The resolution I'm playing at is 1920 x 1080. Windows 11 home. All drivers are fresh.
I use texture filtering (none nearest mipmap) in gzdoom 4.14.0.
In gzdoom 4.11.0, it's the same in the Vulkan API rendering.
With the smoothing settings and texture quality settings in the nvidia panel, the texture display and disappearance situation does not change in gzdoom 4.14.0.
Vulkan API Gzdoom:
frozenT, the far grilles are not displayed, marked in red in the picture https://iimg.su/i/unqHn
Sunder. The grid disappears and appears when approaching, a very incorrect display of the MIDDLE. https://iimg.su/i/YcUpc
Sunder. The grid is the same place, just a little closer. https://iimg.su/i/of4E2
Sunder. At this distance, a grid begins to appear. https://iimg.su/i/C4a4h
There should be grids, although very small, but in OpenGL everything is rendered well, with the current texture filter. And with Vulkan, the void... https://iimg.su/i/gqtpR
My DIY maps. The standard texture of the grid is erased from the eyes too early, the distance is small https://iimg.su/i/eH7qO
frozenT https://iimg.su/i/SBwji
So, the texture filter, for some reason in Vulkan API Gzdoom does not display textures properly, regarding Middle textures (grids, grids, crossbars, etc.)
Without a texture filter Vulkan API Gzdoom displays everything completely over long distances. Only the visualization without the texture filter is bad, there are a lot of spidery distortions on distant textures.
A question for the developers of gzdoom, is it possible in rendering Vulkan API to increase the rendering distance of textures, grids, etc. with filtering of textures with a filter (none nearest mipmap) enabled in 1920 x 1080 resolution, at least to the OpenGL level? It is necessary to increase the rendering range of the MIDDLE texture so that it does not disappear before our eyes.
I am attaching the configuration file.
Thank you for your attention!
Grid textures, etc. when texture filtering is enabled in gzdoom, they are displayed only at a fairly close distance from the player. But when you move away from these textures, they disappear before your eyes, which is a wrong visual trick. And this is observed in Vulkan API rendering, while in OpenGL, with the same texture filtering settings, the lattice textures are displayed at fairly large distances and do not disappear. In gzdoom 4.14.0, in the Vulkan API rendering, the texture mapping problem persists when filtering is enabled (nearest mipmap or linear mipmap or trilinear or bilinear) Anisotropic filtering and multisampling do not improve the situation of displaying lattice textures, in addition, scaling by 6 times does not improve the situation and reduces productivity. Below I will attach screenshots of this problem.
My configuration: intel i7 10700kf processor, nvidia 4080 graphics card. The resolution I'm playing at is 1920 x 1080. Windows 11 home. All drivers are fresh.
I use texture filtering (none nearest mipmap) in gzdoom 4.14.0.
In gzdoom 4.11.0, it's the same in the Vulkan API rendering.
With the smoothing settings and texture quality settings in the nvidia panel, the texture display and disappearance situation does not change in gzdoom 4.14.0.
Vulkan API Gzdoom:
frozenT, the far grilles are not displayed, marked in red in the picture https://iimg.su/i/unqHn
Sunder. The grid disappears and appears when approaching, a very incorrect display of the MIDDLE. https://iimg.su/i/YcUpc
Sunder. The grid is the same place, just a little closer. https://iimg.su/i/of4E2
Sunder. At this distance, a grid begins to appear. https://iimg.su/i/C4a4h
There should be grids, although very small, but in OpenGL everything is rendered well, with the current texture filter. And with Vulkan, the void... https://iimg.su/i/gqtpR
My DIY maps. The standard texture of the grid is erased from the eyes too early, the distance is small https://iimg.su/i/eH7qO
frozenT https://iimg.su/i/SBwji
So, the texture filter, for some reason in Vulkan API Gzdoom does not display textures properly, regarding Middle textures (grids, grids, crossbars, etc.)
Without a texture filter Vulkan API Gzdoom displays everything completely over long distances. Only the visualization without the texture filter is bad, there are a lot of spidery distortions on distant textures.
A question for the developers of gzdoom, is it possible in rendering Vulkan API to increase the rendering distance of textures, grids, etc. with filtering of textures with a filter (none nearest mipmap) enabled in 1920 x 1080 resolution, at least to the OpenGL level? It is necessary to increase the rendering range of the MIDDLE texture so that it does not disappear before our eyes.
I am attaching the configuration file.
Thank you for your attention!