![]() ![]() ![]() They even run the same shaders (in terms of code, they are compiled into different shader binaries of course). However there's only 1 renderer which is unique to Doom64, the RHIs act as an abstraction layer between it and the desired graphics API. With the new Doom64 port in Kex3, things are divided up into RHIs (Rendering Hardware Interface), to which there's actually 4 DirectX11 (with 10.0 compatibility support), OpenGL 3.2, Vulkan and GNM. I'm specifically referring to both GZDoom and Doom 64ĭoom64 and GZDoom in terms of rendering options have about as much in common as chalk and cheese, these aren't equivalent questions at all. But for clarity, if I'm running the Vulkan backend, choose "Hardware Accelerated" in the software render options? Though Doom 64 doesn't seem to have a software renderer that I can think of, at least with the official port. ![]() I'm specifically referring to both GZDoom and Doom 64, since they both have backends like Vulkan and OpenGL. But as far as image quality goes, it shouldn't change much to use one instead of another here, since they don't render the image, they just display it at this point.įor best performances, you should use Vulkan if your computer supports it, OpenGL otherwise. So it's only if you use a software renderer (classic or softpoly) that you get to choose between OpenGL, Vulkan, or DirectX. No choice here, it would be stupid to use a different backend. If you render with Vulkan, you display with Vulkan. SoftPoly software renderer (a fully 3D polygonized renderer, but rendered by the CPU instead of the GPU)įor the second step, well, if you render with OpenGL, you display with OpenGL. Hardware-accelerated renderer (OpenGL or Vulkan get your graphic card to do the rendering work for better performances) The image has been computed, now actually put it on the screen.įor the first step, GZDoom offers a choice of three renderers:Ĭlassic "Carmack" software renderer (like the original, though with a number of additional features) So the first thing to do is to explain there are two steps to bring things to life on your screen: the first step is rendering it, basically get the computer to figure out how it should look like. Because you're specifically referring to GZDoom here, aren't you? Putting SoftPoly in the middle, however, tells me this isn't the answer you're looking for. OpenGL and Vulkan are cross-platform, while DirectX is Microsoft-only. OpenGL, Vulkan, and DirectX are backends that allow to render and display things more efficiently. One of these things is not like the others. ![]()
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