Custom OpenGL DLL with bloom, SSAO, depth of field etc

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Nash
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Custom OpenGL DLL with bloom, SSAO, depth of field etc

Post by Nash »

Download the DLL here: http://code.google.com/p/qeffects-gl/

Instructions by MaxED:
MaxED wrote: 1. Place QeffectsGL.ini and opengl32.dll in your GZDoom folder.
2. Open QeffectsGL.ini and add following section after [Generic]:
[spoiler][gzdoom.exe]
Anisotropy=0
Multisample=0[/spoiler]
(GZDoom crashes on startup if Multisampling or Anisotropy is enabled)
3. Tweak various settings to your liking.
4. Launch GZDoom as usual.

The settings I used:
[spoiler][gzdoom.exe]
Anisotropy=0
Multisample=0
Emboss=0
SSAOScale=16.0
SSAOMinZ=0.005
SSAOMaxZ=0.2
BloomScale=5
BloomDarken=6
DOF=1
DOFScale=20.0
Saturation=100[/spoiler]

Recommended settings by Blox which retains the original Doom colours but adds some subtle enhancements:

Code: Select all

[gzdoom.exe]
Anisotropy=0
Multisample=0
Bloom=1
BloomSteps=16
BloomDarken=3
BloomScale=0.31415
SSAO=1
SSAOScale=1.0
SSAOMinZ=0
SSAOMaxZ=0.33
RenderFrame=2
Hue=0
Saturation=0
Lightness=0
Emboss=0
Known issues:

- SSAO is being drawn in front of sprites and HUD
- SSAO affects the vanilla sky dome mesh.
- SSAO also looks weird with skies in general (see Doom 2 MAP18 just outside the starting room)
- SSAO algorithm is generally weird (the depth calculation looks wrong most of the time)
- Enabling multisampling and anisotropy in the INI config crashes GZDoom.

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