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"High Quality Resize Mode"
Posted: Mon Dec 25, 2006 4:04
by Kahn
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.
Posted: Mon Dec 25, 2006 10:02
by Graf Zahl
No, I won't add them. There's 2 reasons:
1. These algorithms need a lot of resources: both memory and calculating power for questionable results
2. They are GPL so I can't use them
(Skulltag can't either but that's a different story.)
Posted: Mon Dec 25, 2006 11:05
by Nash
I honestly think that hq2x filter looks really crappy. On top of that, it slowed things down a LOT, even my SLI setup, so I don't think it's worth it.
Posted: Mon Dec 25, 2006 11:31
by Graf Zahl
That as well. I don't like it either but the real killer is the slowdowns. These are highly expensice algorithms.
Posted: Mon Dec 25, 2006 14:47
by Alter
Graf Zahl wrote:That as well. I don't like it either but the real killer is the slowdowns. These are highly expensice algorithms.
they're just waste of code period
Posted: Mon Dec 25, 2006 18:47
by Nash
In my opinion, hq2x only looks good for 2-d stuff like SNES emulators and stuff.
Posted: Wed Dec 27, 2006 15:45
by DaniJ
I don't like it either but the real killer is the slowdowns. These are highly expensice algorithms.
Once the resource has been resampled then obviously you store that for latter rather than recreate it every time.
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).
Posted: Wed Dec 27, 2006 16:42
by Graf Zahl
Unless you need something that hasn't been precached. That happens more often than you think and even for small graphics hits the performance harder than one might expect.
Posted: Thu Dec 28, 2006 0:32
by DaniJ
If thats the case then the existing level of precaching is insufficient.
I agree that its not possible to predict with 100% accuracy what you'll need before hand but you can get close enough so that any in-game resource loading is negligible.
Posted: Thu Dec 28, 2006 1:09
by Graf Zahl
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.

Posted: Thu Dec 28, 2006 14:41
by DaniJ
I'm not arguing, I'm just rebutting on a couple of points that don't make sense to me
Projectiles, blood and all kinds of puffs and particles can be precached too (whats the problem?), you just need to read through your thing definitions/scripts when looking for data to precache (presimulation).
Posted: Thu Dec 28, 2006 16:44
by Graf Zahl
'Just'?
If it was that easy...
Posted: Thu Dec 28, 2006 17:24
by TheDarkArchon
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.
Posted: Fri Dec 29, 2006 4:54
by DaniJ
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.
Posted: Fri Dec 29, 2006 5:45
by TheDarkArchon
Node building has nothing to do with graphic resource caching.
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.