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TIHan

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About TIHan

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    Warming Up
  1. TIHan

    Best Source Port for Co-op currently?

    Does anyone have any suggestions that can make Zandronum's coop experience better? I've been working on a few branches that will address bandwidth and lag compensation. We are also working on a few sync issues. Is there anything gameplay related that could be improved?
  2. The main topic is still trying to be derailed.
  3. TIHan

    ZDL interface messed up on win7

    The tool should probably be re-written in WPF.
  4. TIHan

    Odamex 0.6 Previews - Now with GPL Slopes

    Ah very nice! I like the implementation of interpolation/extrapolation. Very cool.
  5. TIHan

    How optimizeable is the Doom renderer?

    You know what. You are right. Obviously mis-used the term "derogatory". It looks like as far as optimizations go, according to Graf - you really can't do anything to the render to make it faster. Hmm, I was hopeful for the potential performance in the render; it is too bad.
  6. TIHan

    How optimizeable is the Doom renderer?

    Then we have two types of people: people who think software is trash and should be rid of it; and people who love software and think it should be more focused in development compared to a hardware render. Heh, I might be in the minority with the "software is trash" bit; maybe I should put it in a way that means "Hey, we should keep software; but, let's focus more development on OpenGL since it has more performance potential than the software render does."
  7. TIHan

    How optimizeable is the Doom renderer?

    Looks like more offensive language against me, again. And I shouldn't say anything about rendering because I don't know how to program in it? Please. While I can agree with you it is somewhat fun to play DOOM in software at 320x200; but, for more people outside this community to even use these ports, I bet you that would want OpenGL at high resolutions vs. your software. :)
  8. TIHan

    How optimizeable is the Doom renderer?

    Hahaha. What are you talking about? Also, mind your offensive language please.
  9. TIHan

    How optimizeable is the Doom renderer?

    Software rendering is old? Developers over the past decade use hardware rendering because it's faster and more maintainable? Hello? I will end this conversation from my end. :) No sense in trying to argue with you; as you will just keep just posting derogatory remarks against me. Cool! :D
  10. TIHan

    How optimizeable is the Doom renderer?

    esselfortium, perhaps I might be assuming, but why not assume? It's 2012; not 1995. If you want more support in software rendering, then I can't stop anyone from doing it or users here wanting to use it. All I'm trying to do here is make a point that with more time and effort, a lot of those issues that we experience in OpenGL can be solved; therefore, truly surpassing that of software. Which even now, in most cases OpenGL does when compared to software. I may not know anything about rendering; but I'm damn well sure OpenGL can pull more horsepower than software. Perhaps some form of dynamic occlusion culling could solve a few issues.
  11. TIHan

    How optimizeable is the Doom renderer?

    I did some testing in PrBoom for sunder, the software render seemed to handle map10 much better at lower resolutions, compared to GL with lower res. As far as SpaceDM, I roughly got the same framerate between renders using (G)ZDoom. I still say get rid of software; and pour more effort in optimizing the hardware render.
  12. TIHan

    How optimizeable is the Doom renderer?

    In that case, the Doom engine is just a bad match for development. I would like to see a good example where the software render excels over the hardware render in performance on particular maps. Should be interesting. While, not a great example as its not vanilla, but does have complex architecture. Sunder Map10 OpenGL Software Edit: I saw your point in the thread. But, it's simply put that if you don't have, I mean nowadays an in-expensive video card; then your CPU will be best at rendering something like Doom compared to a hardware render. Now, I would say there is always room for optimization, and I would be more optimistic towards OpenGL than software. I could see if a lot of devs could came together to find a way to optimize the hardware render rather than work on the software render, we might actually have something.
  13. TIHan

    How optimizeable is the Doom renderer?

    So I guess we need a new term for OpenGL "pixelated". Perhaps just "pixelated OpenGL" would do fine. Yes we can see these differences between the two, which Maes noted, "'glass brick' pillars appear slanted in the 1st screenshot; lack of distance-lighting discoloration on the pinkies; major differences in the way distance/sector lighting works". All of which, OpenGL is seriously superior too in every way. Actually I take that back, there was a engine modification a bit back where someone made the software render true color - pretty cool and a great exercise. But the main point of the beginning of this thread, is optimization of the software render, which was pointed out it wouldn't make much difference across multiple CPUs. OpenGL, according to these screenshots almost gives you a 250-300% performance boost, comparing to a potential max of 20% for a multicore software render; oh, and OpenGL looks great with (potentially) a more maintainable code base render. Now, while this performance boost percentage will fluctuate in a lot of maps; but even with these screenshots gives us a good indication that OpenGL is far more optimized than any software render could be. :) Actually, some good multicore optimization should in the AI.
  14. TIHan

    How optimizeable is the Doom renderer?

    Then ignorance will forever be you. :)
  15. TIHan

    How optimizeable is the Doom renderer?

    OpenGL Software
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