fixed monster teleportation on Ancient Aliens MAP23.fixed: AActor::Revive did not restore flags8.added null check to the dialogue lines array so that it doesn't crash if the text is never word wrapped.fixed wrong display of Hexen AC for SBARINFO.Fixed the JIT's OP_VTBL check not checking if it's already at the start of the code.add line_horizon on HOM line in Sapphire.wad.More compat fixes for Swan Fox maps (#982).removed redundant call to S_StopAllChannels().do not expect user input if stdin is redirected.
Its 16 bit code did not work because it set the variable to -16 instead of 16.
implement vid_scalemode = 6sets absolute minimum scaling to fill entire screenuseful for speeding up software rendering.improved normalNx scaling performance by ~10%.added minimal time profiling of texture precaching.added a few more texture coloring options to the shader.height is less or equal to gl_texture_hqresize_maxinputsize squared.precache switch textures from ANIMATED lump.change IWAD startup dialog to allow selecting between OpenGL, Vulkan, and SoftPoly backends.removed symbols to fix zdoom.rc being modified after checkout.
update window title with current level name.let a sight check that gets lost return failure.Fixed: Invulnerability checking for rails was done before the various THRU actor flags instead of after, meaning actors could block shots regardless of those flags.(the C++ code just ignored the null pointer, but ZScript can't do that) Fixed a regression in DoTakeInventory.SW renderer: Fix wrong blend tables used when dynamic lights hits translucent lines.do config migration for vid_scale_custompixelaspect.made linear scaling more user controlled.added the Dehacked extensions from Crispy/Doom Retro.set sane limits for vid_scale_custompixelaspect.added pixel ratio detection to supersampling detection for forcing linear scalingthis should likely make it so if there's ever an instance where a viewport pixel is smaller than a screen pixel, the screen should go to linear scaling now.the timidity safe_malloc functions may not throw exceptions.rewrote the ZMusic interface so that it is free of C++ constructs.vid_scalemode 1 now only goes down to 640x400 at minimum, instead of 320x200.Support for MIDI on Linux via alsa sequencer.Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color).reinstate 320x200 with the following caveat: it only functions outside of menus and console, and only when the dialogues and logs use the default font, the game will temporarily switch to 640x400 in these situations.The software renderer will start again on DX9 compatible hardware that doesn't support OpenGL 3.3.new softpoly backend for the hardware renderer.
GZDoom 4.3.1 does not include the survey code that 4.2.0 did.ĭownloads for 4.3.0 removed becuase of a critical oversight.
Hopefully, the games upcoming Vulkan Patch will allow both GPU vendors to run the game equally well.Notice: The survey is currently closed. Nightmare graphical settings are only available to those with 6+GB of VRAM, so AMD's R9 Fury X was incapable of running the game at those settings.Īgain these issues could be down to AMD being forced to run the game on OpenGL 4.3 while Nvidia can use OpenGL 4.5.
We can see here that at 1080p AMD's R9 Fury X runs notably slower than the GTX 980Ti, especially when we crank the game up to ultra graphical settings. The game will be patched to support the new Khronos Group's new Vulkan API, so hopefully we will be able to give this game a truer comparison when that version of the game releases. This means that comparing AMD and Nvidia GPUs in this game isn't a true apples-to-apples comparison One thing to note before we start is that DOOM runs on a different version of the Khronos Group's OpenGL API, with AMD GPUs running on OpenGL version 4.3 and Nvidia running on the newer version 4.3. 1080p Testing with AMD R9 Fury X and Nvidia GTX 980Ti