Heretic: Shadow of the Serpent Riders

Heretic: Shadow of the Serpent Riders

Heretic/ Hexen/ DOOM: with Bloom, DoF, SSAO.
Hi everyone! Anybody want some cool OpenGl hacks for ZDoom based source ports? Goto this Youtube video! Includes Bloom, Simulated Depth of Field, Screen Space Ambient Occlusion (Warning: the "shade" from occluders are rendered over sprites and sky screen space!), as well as a few more little tricks. Works with Skulltag, Zandronum, GZDoom, and any other ZDoom based port. Settings can be customized in the included config file. Anywho, just thought I'd show this awesome hack to some people!
Viimeisin muokkaaja on A-Bomb; 13.3.2014 klo 7.21
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lol! for me I didn't really notice any substantial loss whatsoever, but be sure to tweak your stuff and do be weary cus I know that on some computers (I've mostly noticed this on machines with integrated graphics) SSAO is completely broken; giant portians of the screen "checker-boarded" with occluder shade. Otherwise, it is very stable and adds a lot to the experience. Works on servers too!
also i have found an interesting way to use SSAO's draw precedence as a practical feature! ever find yourself in too dark of an environment, but you like your high contrast, low gamma, and dark sector light mode? ever try to use the map in this situation but it just doesn't have the level of geometric description you need at that moment? well, thanks to SSAO's draw precedence being above that of most guis, going to the automap (original, not the transparent one), preserves a "snap shot" of all previously on-screen occluders from the last frame! this bug is very useful!
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