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Garbage pixels on the sides of the widescreen hud in OpenGL

Open HugeTaffer opened this issue 2 years ago • 5 comments

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)

HugeTaffer avatar Dec 18 '22 21:12 HugeTaffer

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

JadingTsunami avatar Dec 18 '22 22:12 JadingTsunami

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 avatar Dec 18 '22 23:12 HugeTaffer

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

HugeTaffer avatar Dec 19 '22 12:12 HugeTaffer

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

JadingTsunami avatar Dec 19 '22 17:12 JadingTsunami

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.

ViperAcidZX avatar May 30 '23 00:05 ViperAcidZX