I think this only applied to old versions of ZDoom. Nuts.wad will not run properly on either zdoom, gzdoom, skulltag, or zandronum. On my system at least GZDoom handily outperforms the software renderer on any maps I tested with so far. Of course, even that may have changed with more modern hardware. This isn't in GZDoom's release code but I once did some tests with it and it brought some nice speedup - the only problem being that it all becomes rather useless once dynamic lights come into the picture. If you just create a vertex buffer for each sector and render it all in one go there's no triangle pushing left. I don't think that this has any merit these days. It stands to reason that at certain resolutions and with specific map geometries, vanilla will outperform even highly optimized hardware GL renderers given a half-decent CPU. The flat flooding algorithm, for example, will often outperform a GL solution which has to pump triangles through a general purpose rasterizer. ![]() Certainly there are some less than optimal areas, given particular video modes but for the most part it is very well optimized. ![]() Something one must always bear in mind with such a comparison is how efficiently elegant the vanilla software rendering algorithm is.
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