"High Quality Resize Mode"
Moderator: Graf Zahl
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"High Quality Resize Mode"
I haven't seen any requests for this so far, but what i would like is the option to resize things giving them a sharper look like in ZdoomGL, and also the new Skulltag. I'm quite sure Doomsday has a similar thing called "Smart Filtering" which is essentially 2x filtering IIRC.
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Once the resource has been resampled then obviously you store that for latter rather than recreate it every time.I don't like it either but the real killer is the slowdowns. These are highly expensice algorithms.
This means the only thing that slows down is the resource caching time but when using precaching you get no slowdown in-game at all (as its all done before the level loads).
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- Graf Zahl
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You can if you have vanilla maps - but not if you can change textures at will while the level runs. Another issue are sprites that belong to actors that are not spawned at map start, e.g. projectiles, blood or bullet puffs.
Currently the engine caches everything it can determine upon map start.
But the entire argument is useless anyway because there's no chance I will ever add these scaling algorithms to GZDoom.
Currently the engine caches everything it can determine upon map start.
But the entire argument is useless anyway because there's no chance I will ever add these scaling algorithms to GZDoom.

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- Graf Zahl
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Dani: What about when things are summoned via the console? If said thing wasn't in the level, the hq2x calculations would need to be done on the fly. Ulitmitely, you'd need to precache everything and if you say, tried starting on the KDiZD maps, which requires a hefty nodebuild as wel (It takes roughly 3-5 seconds on the larger maps on my laptop plus the amount of time it takes the nodebuilder to initialise, depending on the map), it can take a large amount of time before you can start, especially on older machines.
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Obviously it would not be possible to predict what someone might summon via the console, so no precache there (but if the user has paused to summon something from the console then a momentary pause while the resources are resampled is not a problem).
in theory, if the user's machine has enough memory; I see nothing wrong with precaching everything.
Node building has nothing to do with graphic resource caching.
in theory, if the user's machine has enough memory; I see nothing wrong with precaching everything.
Node building has nothing to do with graphic resource caching.
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Prechaching is done before the level starts, no? If you do a nodebuild, which ZDoom does automatically on maps with no or incomplete BSP trees, (I chose a particularily strenuous example to illustrate the point, though for currently released maps then Space Station Omega by Gooberman has no nodes and I remember it taking quite a while for ZDoom to build the nodes) as well as precache resources before starting the level then the user could wait a long time between selecting the difficulty and starting the level.Node building has nothing to do with graphic resource caching.