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SyntherAugustus

Want some Bloom with your GL Port?

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Original thread.
http://forum.zdoom.org/viewtopic.php?f=4&t=34585


MaxED over at Zdoom forums discovered an opengl hack which treats said games with ENBSeries style features.

I usedthis

A short instruction if someone is interested:
1. Place QeffectsGL.ini and opengl32.dll in your GZDoom folder.
2. Open QeffectsGL.ini and add following section after [Generic]:

[gzdoom.exe]
Anisotropy=0
Multisample=0
(GZDoom crashes on startup if Multisampling or Anisotropy is enabled)
3. Tweak various settings to your liking.
4. Launch GZDoom as usual.


To further tweak, you can try the following variables. Bold variables must be on for Gzdoom/Zandronum to work. Also runs with Doomsday and other GL based ports.


Anisotropy=0
Multisample=0


These modify Bloom, its strength, and dampening.

Bloom=1
BloomSteps=8
BloomDarken=8
BloomScale=8

SSAO (in terms of this hack) creates false depth shadows. Beware that it also affects the sky and in GZDoom (not zandronum) the shadows will clip through sprites. To cancel it out use SSAO(Min/Max)Z at equal values to each other. This will not work with NVIDIA beta drivers either.

SSAO=1
SSAOScale=1.0
SSAOMinZ
SSAOMaxZ


Global saturation and lighting.

Saturation=-32
Lightness=-10


Emboss Bumpmapping. Will bring the pixels out a bit more if you desire.
Emboss=0
EmbossScale

DOF Blur.

DOF=1
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=3.0

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This is the best setting I found so far. Adds the bloom without making everything look blue or green.



[gzdoom.exe]
Anisotropy=0
Multisample=0
Bloom=1
BloomSteps=8
BloomDarken=8
BloomScale=4
SSAO=0
SSAOScale=1.0
Saturation=0
Lightness=0
Emboss=0
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=3.0
RenderFrame=1



[zandronum.exe]
Anisotropy=0
Multisample=0
Bloom=1
BloomSteps=8
BloomDarken=8
BloomScale=4
SSAO=1
SSAOScale=1.0
Saturation=0
Lightness=0
Emboss=0
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=3.0
RenderFrame=1[/code]

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While this is a neat hack its not at all usable as its applied wholesale to the raw frame render. Doing this correctly in a way that actually looks good cannot be done without implementing it properly in the renderer of the port itself.

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