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Gzdoom 64 bit
Gzdoom 64 bit














Graf Zahl wrote:Yeah, it was just one single percent, the vast majority of those on systems that just barely pass the support threshold for their graphics hardware. These are most likely limited to OpenGL 2.1. So the likelihood they installed a new graphics card when it was still possible is very unlikely. You must not forget that only strongly uggrade resistant people or those without the financial capabilities to buy something new still use such systems. Then more complex maps came around and the game repeated.Īll that said, I highly doubt that there's still some real 32 bit computers in use that come with graphics hardware capable of running GZDoom. This was the first time someone truly pushed Boom to its limits and it took until 2007 to get hardware that could run it at somewhat stable 60 fps. The first map set with which I experienced serious performance issues was Phobos: Anomaly Reborn.

gzdoom 64 bit

Vanilla compatible content generally worked fine due to its strict limits like 128 visplanes and the drawseg limit. Either things were too slow or had to be downscaled to avoid tanking the frame rate. To give a bit more detail, when I developed the renderer in the early 2000's it had been a constant fight against the hardware's limitations. And don't even think about dynamic lights - you'll end up at 15-20 fps on larger Boom maps. I still own a 32 bit system from 2004 and this was barely capable of running non-vanilla stuff at more than 35 fps with GZDoom 1.0.

#Gzdoom 64 bit 64 Bit#

If you do not care about performance and only use vanilla stuff you may run it on one of the most recent 32 bit systems.īut let's be clear about one thing: When OpenGL 3.3 came out, 64 bit CPUs already existed. Fakemai wrote:To ask a serious question, what kind of overlap is there to have a system that cannot run a 64-bit OS and can still run GZDoom? What are your specs exactly?














Gzdoom 64 bit