Spectre01 Posted July 27, 2017 Which lighting mode do you folks like using in GLBoom+ for a good combination of atmosphere and visibility? The regular GLBoom lighting mode looks a little flat, while Fog Based and Shaders has that cool effect with light radiating around you, but at the expense of enemies and items becoming obscured some distance away. i.e. I wasn't able to see a Baron a few meters down the stairs in Scythe map30 and ran right into him. I'm currently using GZDoom as the sector light mode which has some form of lighting difference based on your position but what do y'all prefer? And don't answer with software mode in PRBoom+! 0 Share this post Link to post
galileo31dos01 Posted July 28, 2017 The default, it looks pretty good, but because I don't know how the other options differ from each others. Shaders is not available in my case, so what does Fog Based and GZDoom have that GlBoom doesn't? 0 Share this post Link to post
bonnie Posted July 28, 2017 is it at all possible to have nice vanilla lighting in glboom+ because i would frickin love having really smooth gameplay without the meme lighting and stuff 0 Share this post Link to post
KVELLER Posted July 28, 2017 I like using the GZDoom one. The standard lighting allows the player to easily see in sectors that should be pitch black. 0 Share this post Link to post
Urthar Posted July 28, 2017 I use 'shaders' at gamma 0, which seems to emulate software rendering very closely. 0 Share this post Link to post
Spectre01 Posted July 28, 2017 12 minutes ago, Urthar said: I use 'shaders' at gamma 0, which seems to emulate software rendering very closely. That's what I liked using, but one major difference in GL rendering makes it impractical. In software mode, you can still see grey-ish highlights on monsters in dark sectors, where as in GL mode they are completely black and obscured. It's not a huge deal breaker for casual play, but having a Chaingunner or Cyber catch you with your pants down out of the void is not fun. 1 Share this post Link to post
rehelekretep Posted July 28, 2017 shaders - compromise option because i cant stand those bars for shadows on software mode :( 0 Share this post Link to post
Spectre01 Posted July 30, 2017 Is there a way to adjust the distance and/or amount of darkening that the shaders mode does? As an example: The rock walls at the back sides of the teleporter have a brightness of 112 and look fine here. If I take some steps back, they nearly turn pitch-black. Not a huge deal for a large and bright outdoor map, but much more noticeable in indoor levels that already have lower light levels. 0 Share this post Link to post
rehelekretep Posted July 30, 2017 good question. another good 'feature' would be an emulation of the grey 'silhouette' for enemies in the darkness. 0 Share this post Link to post