coelckers / prboom-plus

This is a cleaned up copy of the PrBoom+ SVN repository as a courtesy for those interested in forking that port
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Garbage pixels on the sides of the widescreen hud in OpenGL #553

Open HugeTaffer opened 1 year ago

HugeTaffer commented 1 year ago

PRBOOM+ Screenshot 2022 12 18 - 18 54 38 62

While using NightFright2k19's widescreen huds mods garbage pixels would appear on the sides of the hud after the screen flashes while getting hurt or picking up items. This only happens in the OpenGL renderer, software is completely fine. I've tried multiple solutions, changing versions, resetting my settings to default, running DSDA Doom, but with no luck. Oddly enough it doesn't seem to happen to the youtuber Decino who uses a similar set up with the same hud wad (https://youtu.be/M54qzitj_DA)

JadingTsunami commented 1 year ago

What resolution/aspect ratio? May be easier to post your config.

HugeTaffer commented 1 year ago

This is 1920x1080 16:9. The resolution is supported by the wad and it works just fine outside of the prboom+ opengl renderer. Thinking about it, maybe it's a driver issue? I'll try updating them.

https://pastebin.com/JpidKMyt here's the prboom+ umapinfo config file that I use.

HugeTaffer commented 1 year ago

I've updated my drivers, still with no luck...

JadingTsunami commented 1 year ago

Unfortunately I don't have a monitor with a high enough resolution to reproduce this issue. So someone else will have to help here.

ViperAcidZX commented 1 year ago

I have a 4K display although I rendered the game at 1920x1080 while using NightFright's widescreen HUD and I can see the garbage pixels too with the OpenGL renderer. It's easier to see if you open the image with an image editing software and zooming in on the sides of the screen. Strangely this doesn't happen with the Unity port's widescreen HUD or the one in the community pack from the Widescreen Assets thread on Doomworld doesn't replicate the issue.