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>> No.10191671 [View]
File: 2.01 MB, 1920x1080, Screenshot_Doom_20230826_102925.png [View same] [iqdb] [saucenao] [google]
10191671

>>10191630
Basically, GZDoom (software renderers too, those just have more room for bruteforcing) chokes up on scenes like this because it's rendering the entire thing as if you were right in front of every part of it at once. This is where "broooo gzdoom less optimized than modern game engines lmao" comes from - modern game engines cull shit you can't see, or render at low detail if you can see but it's too far away to be important. Doom affords no such luxury, it's all or nothing. It's not a matter of (renderer-side) optimizing, because sectors made of doublesided lines can change dynamically - a wall can come down, or an elevator can raise you up above your surroundings, and these things can happen instantaneously. You need to always render everything placed behind doublesided lines, even if the player can't see it at the moment. Doom was designed for tight indoor spaces with limited outdoor capability. Ports lifted the limits on the vanilla renderer, but they didn't make it any better at handling things it was never designed to do.

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