MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000674 | Zandronum | [All Projects] Suggestion | public | 2012-02-15 14:44 | 2017-05-20 02:52 |
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Reporter | bluewizard | |
Assigned To | | |
Priority | normal | Severity | tweak | Reproducibility | N/A |
Status | closed | Resolution | no change required | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 98d | |
Target Version | | Fixed in Version | | |
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Summary | 0000674: Make 3d floor rendering optional for software users |
Description | People run software due to either not being able to run opengl, or opengl's 3d floors being laggy. I've ran a map with a lot of 3d floors in software on the latest 98e beta, and the lag was just unbearable, please make the floors optional for people with weak computers. |
Steps To Reproduce | Perhaps a CVAR or something. |
Additional Information | |
Tags | No tags attached. |
Relationships | |
Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2012-02-15 14:44 | bluewizard | New Issue | |
2012-02-15 15:30 | Dusk | Note Added: 0002605 | |
2012-02-15 15:38 | Dusk | Note Deleted: 0002605 | |
2012-02-15 17:05 | StrikerMan780 | Note Added: 0002606 | |
2012-02-15 20:12 | StrikerMan780 | Note Edited: 0002606 | bug_revision_view_page.php?bugnote_id=2606#r1317 |
2012-02-16 12:37 | Torr Samaho | Note Added: 0002616 | |
2012-02-16 12:38 | Torr Samaho | Note Edited: 0002616 | bug_revision_view_page.php?bugnote_id=2616#r1323 |
2012-02-16 12:38 | Torr Samaho | Status | new => feedback |
2012-02-16 13:25 | Gez | Note Added: 0002617 | |
2012-02-22 20:00 | StrikerMan780 | Note Added: 0002671 | |
2012-02-22 20:15 | bluewizard | Note Added: 0002672 | |
2012-02-22 20:15 | bluewizard | Status | feedback => new |
2012-02-22 21:13 | Gez | Note Added: 0002673 | |
2014-06-11 16:25 | Watermelon | Status | new => feedback |
2017-05-20 02:52 | Ru5tK1ng | Note Added: 0017716 | |
2017-05-20 02:52 | Ru5tK1ng | Status | feedback => closed |
2017-05-20 02:52 | Ru5tK1ng | Resolution | open => no change required |
Notes |
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(0002606)
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StrikerMan780
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2012-02-15 17:05
(edited on: 2012-02-15 20:12) |
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Oh please god, no.
The disparity between OpenGL and Software was bad enough before the change, when it came to 3D Floors. I don't want to see 3D Floors get forbidden in competitive modes again. This little option would allow Software users to peek through 3D Floors by toggling this setting, giving them the advantage.
To be honest, I really do not understand why people have such a difficult time running OpenGL these days(Even with plenty of 3D Floors). I've been able to get Skulltag's OpenGL running well with 2 Voodoo2 cards from the 90s, using MesaGL... So, from my perception, OpenGL should work fine on almost anything that isn't an Intel Integrated, or ATI Express chip.
I really should make a tutorial on the forums some day for getting OpenGL set up and running correctly, and with decent performance.
EDIT: Just to add, according to the ZDoom SVN, there were some optimizations done for 3D Floors in Software, that I imagine ST hasn't adopted yet.
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(0002616)
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Torr Samaho
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2012-02-16 12:37
(edited on: 2012-02-16 12:38) |
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> This little option would allow Software users to peek through 3D Floors by toggling this setting, giving them the advantage.
That's unfortunately enough of a reason to not consider such an option.
> Just to add, according to the ZDoom SVN, there were some optimizations done for 3D Floors in Software, that I imagine ST hasn't adopted yet.
Which ZDoom revisions are you referring to?
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(0002617)
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Gez
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2012-02-16 13:25
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"I tried to run a map that was full of <insert special effect> and it lagged because my computer is crap. The fix is obviously for you to make <special effect> optional instead of for me to play maps that are actually playable on my computer. Also, I play nuts.wad with -nomonster and find this a valid and enjoyable thing to do. What do you mean, I'm missing the point?" |
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@Torr: I'm unsure exactly, but here is what I found in the ZDoom SVN changelog...
(Also, didn't GZDoom get some performance updates ever since the version being currently used by Skulltag? 3D Floors and all...)
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r3297 by blzut3 on Monday, 26-Sep-2011 at 22:14:31 ADT
zdoom → trunk
Backport r1253 through r1256 and r1259 of GZDoom.
By pressing request, allow Linux users to build ZDoom with an FMOD version that doesn't give them 3D sound positioning. :p
Fixed severe copy-pasta portal copy bug.
3D floors hidden by being moved above the ceiling or below the floor will no longer show in the automap.
Reject TEXTURES scale of 0. They'd do nothing but provoke a division by zero error.
Maybe fixed Linux compilation?
r3295 by graf on Wednesday, 21-Sep-2011 at 16:39:12 ADT
zdoom → trunk
Added Gez's patch for proper splash checks with 3D-floors.
r3221 by graf on Tuesday, 07-Jun-2011 at 03:41:49 ADT
zdoom → trunk
Added kgsws's 3D floor textute rotation fix.
r3178 by rheit on Tuesday, 12-Apr-2011 at 23:34:48 ADT
zdoom → trunk
Apply kgsws-CZ's fixes:
Added new cvar, r_3dfloors for testing, so for example, you can see the FPS difference.
ds_p->bkup is not always allocated.
Fixed particles visible through 3D floors.
Fixed FAKE3D flag names.
r3177 by rheit on Sunday, 10-Apr-2011 at 14:25:44 ADT
zdoom → 3dfloors3 branch
Only allocate as much width as is needed for xplanes, rather than the whole viewwidth.
r3176 by rheit on Saturday, 09-Apr-2011 at 00:25:49 ADT
zdoom → 3dfloors3 branch
Always create top and bottom xplanes for extra floors. This simplifies wall drawing and allows for drawing walls where neither the top nor bottom plane is visible (because your eye height is inside of it) without any special checks. There seems to have been a regression where some walls are no longer drawn, however...
r3175 by rheit on Tuesday, 05-Apr-2011 at 00:54:46 ADT
zdoom → 3dfloors3 branch
Only store vissubsectors that are in view.
Restrict vissubsector clipping arrays to only the X coordinates that are actually needed, rather than copying the entire screen width.
r3169 by rheit on Saturday, 19-Mar-2011 at 00:29:41 ADT
zdoom → 3dfloors3 branch
Fixed: (trans)(mask)wallscan still needs to calculate dc_colormap for fixed light levels.
Fixed: Fixed light levels must not disable wall striping. |
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@Gez
Gee, thanks for making such a professional response to a legitimate problem, not everyone has awesome computers, keep that in mind.
Hopefully what strikerman suggested will fix it. |
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(0002673)
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Gez
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2012-02-22 21:13
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The 3dfloors3 branch is an unfinished rewrite of the software 3D floors code, so it won't help at all (unless you do complete it first...).
The rest doesn't boost performances in any tangible way.
And I'm sorry if I'm not being professional, but I really, really, really don't see the point in playing a map with a lot of 3D floors if it is to make them invisible. What do you get then, something probably ugly and confusing which isn't any fun to play? How is it better than playing a different map? |
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Closed due to being a terrible idea and no support. |
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