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OpenGL options questions
Posted: Fri Jul 05, 2013 9:01 pm
by katZune
hello, recently i was toying with few options but i dont figure what does or change few options, so actually i'm asking here (i didn't find any answer for those)
1.-What does Shaders ?
i know that shaders for texture warp and brightness do but what about the rest? if you guys can explain me with pics that would be nice (or a wad)
2.- Which is the best for performance (texture filter): none (mipmapped) or trilinear? since i'm using High resolutions textures i have that doubt
3.- Precache textures is recommend? (read up ^) tbh i dont know if it is good or bad
4.-What does gl_vid_allowsoftware
5.-What does gl_vid_multisample
Actually this is more for about performance and if it make any change in the look of the game (or in certain things)
RE: OpenGL options questions
Posted: Fri Jul 05, 2013 9:45 pm
by Ænima
katZune wrote:
1.-What does Shaders ?
i know that shaders for texture warp and brightness do but what about the rest? if you guys can explain me with pics that would be nice (or a wad)
http://en.wikipedia.org/wiki/Shader
http://forum.zdoom.org/viewtopic.php?f=3&t=28139
Most shaders smooth things out or add some sort of shading (hurr :p).
katZune wrote:
2.- Which is the best for performance (texture filter): none (mipmapped) or trilinear? since i'm using High resolutions textures i have that doubt
Mipmapped is fastest, trilinear is smoothest. Although TBH i don't use it because it just makes everything look blurry to me and it reminds me of JDoom.
katZune wrote:
3.- Precache textures is recommend? (read up ^) tbh i dont know if it is good or bad
It depends. It really only matters if you're playing a mod that has hires textures or sprites. If you turn precaching on, all textures will be loaded on the client when the map loads. This can add a lot to map load times, depending on how slow your machine is. If you leave precaching off, the default behavior is to load a texture or sprite as soon as you look at it for the first time.
katZune wrote:
4.-What does gl_vid_allowsoftware
5.-What does gl_vid_multisample
No idea about those.
RE: OpenGL options questions
Posted: Fri Jul 05, 2013 9:51 pm
by Cruduxy
Multisample is for full screen anti-aliasing I think.. makes polygons -maybe the walls textures- smoother.
btw do people use ambient light? Can almost swear its like cheating and should be disabled

or at least have something to stop it from being used in some wads -without ACS festing the hell out of the wad-
RE: OpenGL options questions
Posted: Fri Jul 05, 2013 9:55 pm
by Ænima
Cruduxy wrote:
btw do people use ambient light? Can almost swear its like cheating and should be disabled

or at least have something to stop it from being used in some wads -without ACS festing the hell out of the wad-
I use the ambient light setting kinda like gamma correction (sometimes things appear really dark on my monitor). But I agree that it's cheap and can be exploited a lot. A few years ago, it was common for GvH players to turn their distance fog off and max out their ambient light setting.
RE: OpenGL options questions
Posted: Fri Jul 05, 2013 10:28 pm
by katZune
Welp i have fog off in few maps because its pretty hard to see (blud factory, GvH) anyway Thanks Ænima and cruduxy but i think multisample is something more...
anyway it seem that fog shader make sprites/textures/model look weird when you are close...
Shader for fog off:
Shader for fog on:

RE: OpenGL options questions
Posted: Sat Jul 06, 2013 2:13 am
by -Jes-
Welcome to old news Katzune.
The [video] tag is deprecated, please use the [media] tag
RE: OpenGL options questions
Posted: Sat Jul 06, 2013 3:55 pm
by katZune
Haha true, But i'm going to disable it since only add that annoying thing