GZDoom 2.0.03 released

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Graf Zahl
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GZDoom 2.0.03 released

Post by Graf Zahl »

The first non-beta release of GZDoom 2.0 is available.

2.0 is a major overhaul of the rendering system, aimed at cleaning the code base from many of the workarounds needed for non-shader-supporting hardware. It also aims at optimizing things a bit better for modern graphics hardware.

Performance improvements for GL 4.x supporting hardware can be up to 10% (NVidia) or 5%(Intel, AMD) (The high difference is due to far more efficient draw call performance by NVidia drivers, which is 20x higher than on AMD.)
The minimum requirement for this version is OpenGL 3.0, so it should run on all modern hardware, including Intel GMA, but please note that this has not been tested on Intel GMA 3000 so I cannot guarantee that this GPU chipset actually works, as its drivers may lack a few features GZDoom takes for granted. Feedback regarding this issue is appreciated.

There are only a few new features here, the main goal with this version was to create a foundation for future improvements, but the most notable is that the dynamic lighting system is now entirely based on shaders - the old multi-layer-texturing method to apply dynamic lights no longer exists. This should bring some visual improvement for hardware which couldn't support this method with GZDoom 1.x.
Last edited by Graf Zahl on Fri Dec 04, 2015 22:23, edited 1 time in total.
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Re: GZDoom 2.0.03 released

Post by undead003 »

Excellent.
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Re: GZDoom 2.0.03 released

Post by Blue Shadow »

Graf Zahl wrote:This should bring some visual improvement for hardware which couldn't support this method with GZDoom 1.x.
What are these improvements, I wonder?


Edit: Hmm, dynamic lights have become a performance killers with 2.0.3. Whenever a few of them are in my view, my framerate is just hammered down! Take Doom 2's Courtyard (map 18) with its health and armor bonuses in the main courtyard area, for instance. With GZDoom 1.x, this is of no problem, but with 2.0.3, it is.

Knowing my luck, this is probably because I lack support for GL 4.4, right?
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Re: GZDoom 2.0.03 released

Post by Graf Zahl »

The problem with texture based lights is that they lack dynamic range, they are always clipped when each color channel reaches 1.0 or 0.0. This prevents lighting of very bright surfaces and causes visible banding with some colors, especially orange/red.

Your problem with lights isn't lack of GL 4.4. My guess is that your driver reports support of a feature that's only poorly supported. Can you post your extension string? I have a certain suspicion. Can you try starting the engine with '-gl3' on the command line? That disables any attempt to use GL 4.x features for anything.
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Re: GZDoom 2.0.03 released

Post by undead003 »

I feel a bit guilty for just waiting for this to come out - I haven't contributed a single benchmark, test etc. Nonetheless, I am still happy to have a new stable release of GZDoom at my hands. Good job.
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Re: GZDoom 2.0.03 released

Post by Blue Shadow »

Graf Zahl wrote:Your problem with lights isn't lack of GL 4.4. My guess is that your driver reports support of a feature that's only poorly supported. Can you post your extension string? I have a certain suspicion. Can you try starting the engine with '-gl3' on the command line? That disables any attempt to use GL 4.x features for anything.
Yes, using -gl3 solves it!

As for the extensions, here is what the console log reports:

[spoiler]

Code: Select all

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 7670M
GL_VERSION: 4.2.12420 Compatibility Profile Context 13.151.0.0 (Compatibility profile)
GL_SHADING_LANGUAGE_VERSION: 4.30
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Max. texture size: 16384
Max. texture units: 16
Max. fragment uniforms: 16384
Max. vertex uniforms: 16384
Max. uniform block size: 65536
Uniform block alignment: 256
Max. varying: 128
Max. combined shader storage blocks: 8
Max. vertex shader storage blocks: 8
[/spoiler]
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Re: GZDoom 2.0.03 released

Post by Graf Zahl »

Aha!

Seems the implementation of the shader storage buffer object is somewhat broken in that older AMD driver. Why am I just not surprised... :?
Ok, it seems a 2.0.04 is in order that only uses this buffer type on more modern drivers. The light stuff also works with uniform buffers, but they have quite a bit more overhead on the CPU so I'm only using them when the more modern thing is not reported.
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Re: GZDoom 2.0.03 released

Post by Enjay »

As ever, thank you very much for your continued work on GZDoom. It is much appreciated.

Unfortunately, I've got a bit of a bug for you:

http://forum.drdteam.org/viewtopic.php?f=24&t=6399
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Re: GZDoom 2.0.03 released

Post by Jamesff »

Got a bit of a problem here - the first beta of 2.0 worked fine once I'd upgraded my drivers. But the official release does not; It stops with an error during startup. Log as follows:

Code: Select all

OS: Windows 7 (NT 6.1) Build 7601
    Service Pack 1
M_LoadDefaults: Load system defaults.
Using program directory for storage
Gameinfo scan took 0 ms
W_Init: Init WADfiles.
 adding C:/GZ/beta/gzdoom.pk3, 586 lumps
 adding ./doom2.wad, 2919 lumps
I_Init: Setting up machine state.
CPU Speed: 3392 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz
  Family 6, Model 58, Stepping 9
  Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.27
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: Intel
GL_RENDERER: Intel(R) HD Graphics 4000
GL_VERSION: 4.0.0 - Build 10.18.10.3621 (Compatibility profile)
GL_SHADING_LANGUAGE_VERSION: 4.00 - Build 10.18.10.3621
GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_vertex_attrib_binding GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_robustness GL_EXT_texture_sRGB_decode GL_KHR_blend_equation_advanced GL_EXT_shader_integer_mix GL_ARB_stencil_texturing WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_multisample WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB WGL_ARB_create_context WGL_ARB_create_context_profile WGL_EXT_pixel_format_packed_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_NV_DX_interop WGL_ARB_create_context_robustness
Max. texture size: 16384
Max. texture units: 16
Max. fragment uniforms: 4096
Max. vertex uniforms: 4096
Max. uniform block size: 16384
Uniform block alignment: 16
Max. varying: 64
Max. combined shader storage blocks: 64
Max. vertex shader storage blocks: 64

Execution could not continue.

Unable to load shader Default:
Init Shader 'Default':
Fragment shader:
ERROR: 0:67: 'std140' : syntax error syntax error


Linking:
Attached fragment shader is not compiled.
So I tried 2.0.02, which I had not previously tried, as I was waiting for the final release. It did not work either. It gave me a more different log after "Execution could not continue", however:

Code: Select all

Unable to load shader Default:
Init Shader 'Default':
Vertex shader:
ERROR: 0:2: '#extension' :  'GL_ARB_shader_storage_buffer_object' is not supported
ERROR: 0:69: 'ModelMatrix' : undeclared identifier 
ERROR: 0:69: 'aPosition' : undeclared identifier 
ERROR: 0:69: 'aVertex2' : undeclared identifier 
ERROR: 0:69: 'uInterpolationFactor' : undeclared identifier 
ERROR: 0:69: '=' :  cannot convert from 'float' to '4-component vector of float'
ERROR: 0:74: 'ViewMatrix' : undeclared identifier 
ERROR: 0:76: 'vColor' : undeclared identifier 
ERROR: 0:76: 'aColor' : undeclared identifier 
ERROR: 0:79: 'pixelpos' : undeclared identifier 
ERROR: 0:79: 'xyz' :  field selection requires structure, vector, or matrix on left hand side 
ERROR: 0:79: 'assign' :  cannot convert from '3-component vector of float' to 'float'
ERROR: 0:80: 'w' :  field selection requires structure, vector, or matrix on left hand side 
ERROR: 0:82: 'glowdist' : undeclared identifier 
ERROR: 0:82: 'x' :  field selection requires structure, vecto
Any ideas?

(Also, I noticed that glew32.dll, which was included in with beta versions, was absent from the official release. Anhy reason for that?)
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Re: GZDoom 2.0.03 released

Post by Enjay »

Over at ZDoom, Graf Zahl wrote:With GZDoom 2.x there won't be any more GLEW, though. I replaced with something less bulky and better designed.
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Re: GZDoom 2.0.03 released

Post by Zhadoom »

Dear Mr Graf!

Once again many thanks! 8)
It works fine on Win7 with an NVIDIA card running with OpenGL 3.3.
Questions: There's a new menu entry in the OpenGL texture settings. What's it supposed to do?
Do you expect a performance gain with OpenGL 3.3? 2.0.3 appears to give half the frame rate of 1.8.6. I'm not complaining, since the gfx card is fast enough anyway. I'm just wondering. :wink:

zhd
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Re: GZDoom 2.0.03 released

Post by Graf Zahl »

On all GL 3.x hardware I tested this on frame rate was approximately the same as 1.8.6. What hardware are you running?
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Re: GZDoom 2.0.03 released

Post by Jamesff »

In reaction to Enjay's comment above:
Over at ZDoom, Graf Zahl wrote:
With GZDoom 2.x there won't be any more GLEW, though. I replaced with something less bulky and better designed.
I tried GZDoom 2.0.03 again without the glew.dll present in the directory, and it made no difference - I got the same error message as before. (version 2.0.01 worked just fine with glew.dll present, however.)
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Re: GZDoom 2.0.03 released

Post by Graf Zahl »

I got that std140 thing once, too, which is strange: That's perfectly valid GLSL syntax, suggesting a driver bug. Hm...
But it somehow disappeared and I never continued the investigation.
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Re: GZDoom 2.0.03 released

Post by fr1dd »

Got the same issue with the ''std140'' syntax error as Jamesff.

Using Intel HD Graphics 4000 (Core i5-3317U).
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