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32 bit graphics?
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Stereoface
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Joined: 29 Oct 2005

PostPosted: Sun Jan 14, 2007 10:26 pm    Post subject: Reply with quote

lol noob
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Tink
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Joined: 11 Jul 2006
Location: Go Go Power RangerZ!

PostPosted: Mon Jan 15, 2007 6:48 pm    Post subject: Reply with quote

ecks dee!
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Chronohunter45
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Joined: 26 Apr 2003
Location: The Tubes

PostPosted: Mon Jan 15, 2007 10:29 pm    Post subject: Reply with quote

The only thing zdaemon truly needs is an uncapped framerate option. I prefer the pixelated feel to the doom world. In a sense, its almost like you are inside a comic world with all of the flat colors. Uncapping the framerate would be the only necessary change, but doing so without changing the 35 tick netcode is probably more difficult than I would imagine.

One day however, the cl_capfps command will exist in zdaemon.
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Da_maniaC
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Joined: 03 Jan 2004
Location: Netherlands Posts: 1337

PostPosted: Mon Jan 15, 2007 10:49 pm    Post subject: Reply with quote

Maybe a multiplier would be possible.

2 x 35 = 70 FPS

3 x 35 = 115 FPS

Of course i do not know if that would be possible without multiplying the game engine speed as well and that would result in some funky online games. =P
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Stereoface
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Joined: 29 Oct 2005

PostPosted: Tue Jan 16, 2007 1:14 am    Post subject: Reply with quote

Nah you can't increase the framerate because of the net code I think. From what I understand is that the server has a fixed upload of 35 frames, and anything more then that is like cheating or something... Addy will explain.
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Da_maniaC
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Joined: 03 Jan 2004
Location: Netherlands Posts: 1337

PostPosted: Tue Jan 16, 2007 1:24 am    Post subject: Reply with quote

I know the netcode is locked at 35 Hz.

But with a multiplier you should be able to increase the calculation rate of the frames without having to sent double the information. (Kind of like a 1:2 divider).
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Danni
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Joined: 25 Oct 2003

PostPosted: Fri Feb 02, 2007 12:19 am    Post subject: Reply with quote

So what if the netcode is locked at 35hz? You interpolate like any normal FPS game does nowadays. What you think CS/DOD/BF2 all run their netcode 100 frames a second? Thats just dumb. Smile
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Da_maniaC
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Joined: 03 Jan 2004
Location: Netherlands Posts: 1337

PostPosted: Fri Feb 02, 2007 1:12 am    Post subject: Reply with quote

Doesnt Zdaemon already interpolate multiplayer info or is this not to a large enough extent?
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[n00b]Adereth
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Joined: 16 Jul 2005
Location: Oh god, what year is this?!

PostPosted: Fri Feb 02, 2007 2:30 am    Post subject: Reply with quote

The netcode is locked at 17.5 Hz; sv_fineticks is still optional to keep bandwidth consumption down, though it's generally encouraged for duels. Most games these days, indeed including ZDaemon, have interpolation so the game appears smoother. This is achieved mostly by allowing the client to still handle things like deceleration and velocity, so that the players sort of 'drift' between each reaffirmation by the server of their position. (The same applies for gravity.)

Honestly, the importance of a higher netcode frequency is severely overrated. For the most part, 17.5 Hz is barely noticable from perfection; human eyes are generally trained to accept the low 24 Hz frequency of standard film projectors and so have gotten used to perceiving things in that range as normal. I'm sure there are plenty of self-confessed 'professional' doom players that are willing to challenge such a claim, of course.

35 Hz for graphics, however, is indeed much more noticeable, and it turns out there are solutions for increasing that without laying waste to the input code and completely decoupling everything. Five bucks go to Da_maniaC for figuring it out. There will be a 70 Hz option in the future; 105 is overkill.
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RaVeN-05
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Joined: 17 May 2010
Location: http://www.hexenmod.net/

PostPosted: Mon Oct 12, 2015 1:00 pm    Post subject: Reply with quote

odamex is able to use (vid_32bpp true) 32 bit color mixing and greatly fast rendering at 1366x768 on notebook samsung R528, so you can also add 16 bit for lowering cpu intensity.

http://forums.zdaemon.org/viewtopic.php?t=16396

okay don't back port it from other source code engines, make it your self!

32 bit per pixel + high resolution + antialiasing ssa = great software rendered graphics.

because OpenGL is not for this project, being afraid of cheaters, lets go in other direction of improving graphics (making it better).

P.S. Fun fact: Unreal Game have bilinear texture filtering in software rendering system, it use dithering !!! I am 100% sure of that.


http://raven-05.narod.ru/ex/Unreal-Technology-Demo.7z Download and look it yourself.

original -> http://raven-05.narod.ru/ex/Odamex_SOLO_20151012_155510.png
32bpp -> http://raven-05.narod.ru/ex/Odamex_SOLO_20151012_155517.png[/url]

Update: unreal style rendering also available:
also available on engine developed by leileilol
http://leileilol.mancubus.net/engoo/


Last edited by RaVeN-05 on Fri Oct 16, 2015 2:53 pm; edited 1 time in total
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Mon Oct 12, 2015 3:12 pm    Post subject: Reply with quote

The difference between the last two pictures is interesting. I always hated how colors get desaturated in dark areas.
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Aeyesx
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Joined: 13 Oct 2012

PostPosted: Tue Oct 13, 2015 8:28 am    Post subject: Reply with quote

Need to hax colormap with pallete guys Very Happy
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