Tuesday, November 10, 2009

Fun with Software Quake

Been doing some comparisons of DirectQ with software Quake to see how close the look is. Here's some screenshots.




You can't see it too well in these, but overall it's very similar now. There's the obvious brurring from linear filtering of course, but still a few other differences.

Alias models are brighter in software Quake, but seem to integrate into the world better in DirectQ. I worked hard enough to get that so I'm keeping it.

The big surprise is that software Quake doesn't actually seem to have 2 x overbrighting. An examination of the slot in the floor of the Easy hall indicates that it seems more in the region of 1.5 or thereabouts.

This is an interesting dilemma. The purist in me is telling me to reduce my lightmap scale to match, but at the same time it's not something I really want to do.

Opinions are welcome.


Update:

Decided not to clamp the lighting ramp. I actually put the code in, and it's not really that big a deal. Also, I have concerns that it would not play nice with my "gl_overbright 0" mode.

1 comments:

Andy said...

Don't listen to the purist. I think you know what you want, and we do too. I think it's better.