GZDoom vs Zandronum

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Anthrax
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GZDoom vs Zandronum

#1

Post by Anthrax » Mon Feb 25, 2013 10:22 am

Have someone ever tried to compare GZDoom OpenGL renderer with Zandro's? I was watching youtube videos of both, and for some reason they look slightly different. On some subconscious level I prefer GZDooms graphics, but I don't know why.

Anyone had similar thoughts?

P.S. I'm not speaking of wads, because the videos used the same set of wads, according to authors.

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RE: GZDoom vs Zandronum

#2

Post by W1D3A55 » Mon Feb 25, 2013 12:16 pm

Gzdoom has the most current version and support of opengl. Zandronum isnt the most current.
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RE: GZDoom vs Zandronum

#3

Post by Ijon Tichy » Mon Feb 25, 2013 1:00 pm

Zandronum has some features that rest of the ZDoom family will never adopt - things such as ConsolePlayerNumber and ConsoleCommand. Aside from that, Zandronum is basically ZDoom 2.3.1 with a client/server model and some cherry-picked backports (and a GL renderer).

GZDoom's OpenGL renderer is more advanced than Zandronum's, because of license conflicts when Zandronum was still Skulltag.
Last edited by Ijon Tichy on Mon Feb 25, 2013 1:01 pm, edited 1 time in total.

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RE: GZDoom vs Zandronum

#4

Post by Anthrax » Mon Feb 25, 2013 1:44 pm

@W1D3A55
@Ijon Tichy

Wow, interesting.

So, basically, GZDoom keeps moving forward, implementing all the new bleeding-edge visual features, while Zandronum can develop everything, beasides renderer?

I understand, that those two cannot be compared in global scope, due to GZ's weak multiplayer (it only supports command-line peer2peer connections, which are dropped right at the end of the map), but at the youtube GZ looks better...

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RE: GZDoom vs Zandronum

#5

Post by Ijon Tichy » Mon Feb 25, 2013 2:06 pm

Zandronum is very far behind in terms of modding features; (G)ZDoom leads there. Zandronum just has a few unique features, as well as the whole client-server thing.

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RE: GZDoom vs Zandronum

#6

Post by TerminusEst13 » Mon Feb 25, 2013 4:00 pm

On some subconscious level I prefer GZDooms graphics, but I don't know why.
but at the youtube GZ looks better...
Strictly speaking, GZDoom IS better. Ijon has it right. GZDoom is so far ahead of Zandronum it's not even funny.

The thing is, ZDoom's multiplayer is terrible. It's very terrible. It desynchs a lot, is not user-friendly, requires so many hoops to jump through, etc. But for modding features, rendering power, and etc, it's far superior.
It's really a question of whether you prefer singleplayer power or multiplayer ability.

I'm a nerd that likes playing with other people, so I like multiplayer.
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RE: GZDoom vs Zandronum

#7

Post by Anthrax » Mon Feb 25, 2013 4:12 pm

So, I'm not crazy))

I've almost started torturing YouTube users to share their wads with me, so I could bring my Zandro up to the level of videos they are uploading.

Now I know, that GZ's renderer just looks different. I can release hostages now hhh))

P.S. it's like dueling in Quake2 over network with r1q2 or q2pro, but playing demos with Evolved/BersQ2/XP.
P.P.S. do you people know some good dueling Doom videos?
Last edited by Anthrax on Mon Feb 25, 2013 4:14 pm, edited 1 time in total.

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RE: GZDoom vs Zandronum

#8

Post by Torr Samaho » Mon Feb 25, 2013 8:45 pm

Anthrax wrote: So, basically, GZDoom keeps moving forward, implementing all the new bleeding-edge visual features, while Zandronum can develop everything, beasides renderer?
No, since we opened the source of Skulltag, the licensing issues we had with the GZDoom renderer are resolved. Upgrading to a newer (G)ZDoom version is planned for Zandronum 2.0 (no eta).

BTW: AFAIK the development of the GZDoom renderer has been stopped officially. It will just be maintained to keep up with ZDoom updates.

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RE: GZDoom vs Zandronum

#9

Post by Anthrax » Tue Feb 26, 2013 5:40 am

Torr Samaho wrote: since we opened the source of Skulltag, the licensing issues we had with the GZDoom renderer are resolved. Upgrading to a newer (G)ZDoom version is planned for Zandronum 2.0 (no eta).

BTW: AFAIK the development of the GZDoom renderer has been stopped officially. It will just be maintained to keep up with ZDoom updates.
Good news)) Thanks Torr, you've made my day))

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RE: GZDoom vs Zandronum

#10

Post by StrikerMan780 » Tue Feb 26, 2013 6:06 am

I'm wondering, since the GZDoom renderer has stopped development, is it possible for the people with the right knowledge to submit new features exclusive to Zandronum? Like, finishing the incomplete Halo/Lens-Flare support? (The GLDEFS Code is there, but it doesn't do anything yet.)

In general, I'm looking forward to the renderer being updated to the current GZDoom one, as it's a lot smoother framerate-wise.
Last edited by StrikerMan780 on Tue Feb 26, 2013 6:11 am, edited 1 time in total.

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RE: GZDoom vs Zandronum

#11

Post by Anthrax » Tue Feb 26, 2013 8:04 am

StrikerMan780 wrote: In general, I'm looking forward to the renderer being updated to the current GZDoom one, as it's a lot smoother framerate-wise.
I cannot agree with you on a subject of framerate: I had a very strong feeling, that GZDoom is having trouble handling hi-res texutures, compared to Zandro.

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RE: GZDoom vs Zandronum

#12

Post by Espio » Tue Feb 26, 2013 10:07 am

StrikerMan780 wrote: In general, I'm looking forward to the renderer being updated to the current GZDoom one, as it's a lot smoother framerate-wise.
I very much agree. Hopefully Zandronum will be updated to it in the future.
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RE: GZDoom vs Zandronum

#13

Post by Blzut3 » Tue Feb 26, 2013 1:31 pm

StrikerMan780 wrote: I'm wondering, since the GZDoom renderer has stopped development
Stopped development simply means Graf and Gez aren't working on it. As far as I know one is free to submit new features to GZDoom, just not request them.

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RE: GZDoom vs Zandronum

#14

Post by -Jes- » Tue Feb 26, 2013 2:19 pm

Torr Samaho wrote:Upgrading to a newer (G)ZDoom version is planned for Zandronum 2.0 (no eta).
Any hint as to the planned (G)ZDoom version numbering of 2.0?

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RE: GZDoom vs Zandronum

#15

Post by Eonfge » Wed Feb 27, 2013 3:08 pm

The latest version of GZdoom actually has a more realistic 'software like' mode in OpenGL, submitted by a lone wolf. (http://zdoom.org/wiki/CVARs:Display#gl_lightmode)

Other then that, development is going steady, stable but not at record speeds.

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RE: GZDoom vs Zandronum

#16

Post by Medicris » Wed Feb 27, 2013 4:19 pm

Z&'s GL has significantly less performance and speed capabilities compared to GZdoom's. The difference I've heard from a couple of players can be as stark as 20FPS on Z& to 220 on GZD running the same Stronghold maps.

Hell, I've even noticed Z& having extreme input lag troubles with Vsync on this machine (~4-6 frames of I/O lag), while GZdoom and all other games on this machine don't.
Last edited by Medicris on Wed Feb 27, 2013 4:19 pm, edited 1 time in total.

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RE: GZDoom vs Zandronum

#17

Post by skyrimguy » Thu Feb 28, 2013 6:59 am

Eonfge wrote: The latest version of GZdoom actually has a more realistic 'software like' mode in OpenGL, submitted by a lone wolf. (http://zdoom.org/wiki/CVARs:Display#gl_lightmode)

Other then that, development is going steady, stable but not at record speeds.
Software renderer's lighting in GZDoom (and Zandronum)

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RE: GZDoom vs Zandronum

#18

Post by Eonfge » Wed Mar 13, 2013 9:44 am

skyrimguy wrote:
Eonfge wrote: The latest version of GZdoom actually has a more realistic 'software like' mode in OpenGL, submitted by a lone wolf. (http://zdoom.org/wiki/CVARs:Display#gl_lightmode)

Other then that, development is going steady, stable but not at record speeds.
Software renderer's lighting in GZDoom (and Zandronum)
Honour to to who honour goes,the Lone Wolf was Korshun. I actually talked to him before he made it public and I think it's a great addition to the renderer.

So, if you want, you can always submit your own improvements.

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RE: GZDoom vs Zandronum

#19

Post by Untitled » Thu Mar 21, 2013 3:06 pm

Hi guys.
For me (who has both), Terminus is right. GZDoom is ahead in modding features AND in rendering.
Zandronum is ahead in multiplayer. By Far.
Now, the problem is, say I want to use (G)ZDoom specific features in online multiplayer WADs, and because of this I'm completely screwed. For instance, I can't run a multiplayer Russian Overkill server on Zandronum, but can't run the multiplayer on GZDoom. It's a trade off. I tend to use GZDoom when experimentally noodling around with things that either require it or things that are ridiculously harsh on the renderer (I.E. singleplayer stronghold.)
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RE: GZDoom vs Zandronum

#20

Post by -Jes- » Mon Mar 25, 2013 7:02 am

Lucky you, then, that the future is looking brighter than ever - Zandro 1.1 is just around the corner, and after that?

2.0

Man is That ever gonna be sweet.

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