OpenGL options questions
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OpenGL options questions
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)
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)
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
RE: OpenGL options questions
http://en.wikipedia.org/wiki/ShaderkatZune 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://forum.zdoom.org/viewtopic.php?f=3&t=28139
Most shaders smooth things out or add some sort of shading (hurr :p).
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: 2.- Which is the best for performance (texture filter): none (mipmapped) or trilinear? since i'm using High resolutions textures i have that doubt
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: 3.- Precache textures is recommend? (read up ^) tbh i dont know if it is good or bad
No idea about those.katZune wrote: 4.-What does gl_vid_allowsoftware
5.-What does gl_vid_multisample
Last edited by Ænima on Fri Jul 05, 2013 9:47 pm, edited 1 time in total.
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RE: OpenGL options questions
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-
btw do people use ambient light? Can almost swear its like cheating and should be disabled

Last edited by Cruduxy on Fri Jul 05, 2013 9:53 pm, edited 1 time in total.
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RE: OpenGL options questions
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.Cruduxy wrote: btw do people use ambient light? Can almost swear its like cheating and should be disabledor at least have something to stop it from being used in some wads -without ACS festing the hell out of the wad-
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

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RE: OpenGL options questions
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:

anyway it seem that fog shader make sprites/textures/model look weird when you are close...

Shader for fog off:

Shader for fog on:

Whitout a good PC ATM, i will back when 2.0 come out, :)
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RE: OpenGL options questions
Welcome to old news Katzune.
The [video] tag is deprecated, please use the [media] tag
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RE: OpenGL options questions
Haha true, But i'm going to disable it since only add that annoying thing
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)