Flicker Box bug

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HellBlade64
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Re: Flicker Box bug

#21

Post by HellBlade64 » Sat May 14, 2016 3:07 pm

Sean wrote:
HellBlade64 wrote:Seriously, very incompatible with many many many cards.
Zandronum's OpenGL renderer should work with any reasonable card from >= 2004 - no guarantees about performance though.
I have an ASUS R7 Series 260x GPU that plays Zandro like a champ.

Still doesn't change the fact that I think a proper DX12 render may look and perform far better than OGL. Now... before everyone starts getting on me about how "OH IT'S NOT LIKE YOU CAN PRESS A BUTTON AND MAGICALLY ZANDRO IS DX12 RENDER". I know. I've programmed a few things before in Visual Basic and C++. Even just on small projects, I know how time consuming they can be, and having experience on small projects, I can only fathom that shifting an engine that's been built around one render for a decade plus to a different render would be a gargantuan task even for gifted and dedicated development staff.

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Sean
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Re: Flicker Box bug

#22

Post by Sean » Sat May 14, 2016 5:01 pm

That has been suggested many times before, and has been thrown out because of many reasons. Replacing the renderer would make it Windows-only, which isn't what we want. And if we were to have DX and OGL side-by-side, it would make it harder to maintain.

But, if you do want Zandronum to use DirectX for rendering: vid_renderer 0 is the way to go as Software mode partially uses DirectX to allow truecolour textures.
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HellBlade64
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Re: Flicker Box bug

#23

Post by HellBlade64 » Sat May 14, 2016 10:12 pm

Sean wrote:That has been suggested many times before, and has been thrown out because of many reasons. Replacing the renderer would make it Windows-only, which isn't what we want. And if we were to have DX and OGL side-by-side, it would make it harder to maintain.

But, if you do want Zandronum to use DirectX for rendering: vid_renderer 0 is the way to go as Software mode partially uses DirectX to allow truecolour textures.
What might those reasons be? I'm actually curious about that. Though I think that the only two reasons are that:

1) ZandroDev is far too lazy to do it.
2) ZandroDev wants Zandronum to be multiplatform.

Whatever. If I had the resources, and I'm seriously considering it. I would do it myself.

Also, remember, we're talking about DirectX as a HARDWARE render, not a SOFTWARE render.

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Sean
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Re: Flicker Box bug

#24

Post by Sean » Sat May 14, 2016 10:30 pm

I said the reasons. Read the sentence after the first one: cross-platform compatibility and less to maintain.
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Re: Flicker Box bug

#25

Post by Empyre » Sun May 15, 2016 12:05 am

The Zandronum devs are not lazy. They are developing Zandronum in their spare time as a hobby, which is not something a lazy person would do. They are not being paid to do this, and more specifically, you did not pay for Zandronum. If this was a paid-for game, either by buying it, through micro-transactions, or even advertisements, then and only then would you have a right to make demands.
"For the world is hollow, and I have touched the sky."

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