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Which do you prefer, software rendering or openGL?


Cilian

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I prefer hardware accelerated rendering configured to look almost like software rendering.

 

doom_hw.jpg

 

Comparing it to software rendering and true color software rendering in GZDoom, the differences are small. Mostly in how the sky is rendered. You also get better performance and no more fugly Y-shearing.

 

doom_sw.jpg

doom_tru.jpg

 

Edit: you can even apply palette tonemapping in hardware accelerated mode to get that banded software look, though it is not 100% the same color-wise.

 

doom_hw_tone.jpg

Edited by exl
Tonemap

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i definitely like more software. i like that crispy retro feel.

 

11 hours ago, Cilian said:

opengl renderer is much faster but it also looks differently.

Also, I don't really think so, doesn't make sense to me.

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I love software visuals, but I end up using GL when I'm recording because the performance difference is just too much to leave on the table when I actually need it.

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OpenGL/Vulkan for power efficiency and modern graphics features, but sometimes i switch to Software when playing vanilla/Boom wads.

Edited by ax34

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Hardware rendering that can be tweaked to come close to looking like the software renderer. I can have the performance of the hardware renderer while not losing too much of nice visuals of the software renderer. That said, I do not also mind some extra things like lighting and trails on projectiles and Things.

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Preferably Software, unless there is some area within the map that plays horribly with the way it renders. OpenGL for maps that Software's limitations can't handle. I have actually come across maps where OpenGL seems to perform worse... not in the frame rate department, but rather it introduces what feels like stuttering that doesn't show up in something like PrBoom or DSDA-Doom's info outputs. MAP32 of 1k Lines 1 is the most recent I can remember.

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3 hours ago, AlexMax said:

and for whatever reason in 2022 I can't think of an OpenGL renderer that comes correctly configured out of the box.

Strife:VEs. :P

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I prefer hardware but tinkered with so sprites and textures are not blurry and still retains the pixel aesthetic.

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I can go both ways. For the most part, I'll go with software rendering, since I feel like the soft lighting of software is really pleasing to look at, but OpenGL rendering can help a lot with some maps that're meant to be run on GZDoom, like said by Breezeep.

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I prefer to use software rendering. Sure, the lighting of software rendering fits Doom's atmosphere, but I especially like it because of all the tricks that are done best in Doom's software renderer, especially HOM tricks.

 

In LZDoom and GZDoom, I prefer truecolour software rendering, at 320x200 of course for aesthetic reasons. I had no idea lower resolutions would still be a factor even in 2022 for improving performance. I even prefer the Y-shearing of software rendering, as it really goes well with the 90s column-based aesthetic of the Doom engine and it doesn't make the sprites look flat when you look down.

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2 hours ago, Nikku4211 said:

In LZDoom and GZDoom, I prefer truecolour software rendering, at 320x200 of course for aesthetic reasons. I had no idea lower resolutions would still be a factor even in 2022 for improving performance.

 

True color software renderer is quite demanding whenever I used it. For a change, I would recommend giving a shot to hardware renderer (using OpenGL ES renderer for GZDoom if you have old hardware) and sector lighting mode set to either "Doom" or "Software". You would get similar lighting and colors with likely much better performance such that you won't need to lower the resolution.

 

Though with that said, you won't get Y-shearing and sprites would look flat when looking up/down. So its a give and take situation

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When I play Doom I always choose software... because I don't want anything to slow down any of my graphics cards which are always mining ethereum. It's actually one of the things that brought me back into the Doom fold.

 

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1 hour ago, ReaperAA said:

True color software renderer is quite demanding whenever I used it. For a change, I would recommend giving a shot to hardware renderer (using OpenGL ES renderer for GZDoom if you have old hardware) and sector lighting mode set to either "Doom" or "Software". You would get similar lighting and colors with likely much better performance such that you won't need to lower the resolution.

 

Though with that said, you won't get Y-shearing and sprites would look flat when looking up/down. So its a give and take situation

I have tried that hardware renderer before under those settings. It still didn't look right to me.

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