I am working on the AMD issue to get an actual solution, but i would like to get some more feedback, especially from modern nVidia and Intel systems. There are still tons of things to fix and improve (see github page) and i already encountered some serious issues with AMD hardware and implemented a quick workaround for it (at the expense of performance, nVidia is fine though). My version of the engine works fine on my machines and first benchmarks look good, but both of my machines (Windows workstation, Linux notebook) are quite dated.
#Doom 2016 opengl 4.3 code#
If you want to check out the code or compile it yourself, feel free to do so, but be warned: a lot of things are still in a state of flux and quite messy You can also download a binary release here: Of course its open source and available on github: Tons of smaller changes, see the github page for more details.
Changed build system to CMake and upgraded compiler to Visual Studio 2013/2015.Ported to OpenGL 4.3 core profile (replaced all FixedFunction/ARB2 by GLSL).After that was done, experimenting with some more modern rendering features (like soft shadows) seemed feasible and worthwhile. As a part of this endeavour, i ported the renderer from fixed-function/ARB2 to modern GLSL-based OpenGL. I applied more and more small changes, just for making it easier for me to work with the code (like making it compile with a modern VisualStudio). At first i was just exploring the code and getting a feel for how certain things work. Since some time i am playing around with the original Doom 3 engine.