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[hud] Use compute shader for text, use Titillium Web font #4673

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@ghost ghost commented Feb 6, 2025

dxvk font 1

Key changes:

  • There's a new compute shader used in drawTextIndirect, glue code for which is mostly shamelessly copied from HudFrameTimeItem.
  • Each line of text is now 2 triangle strips instead of 1, one for the color on the front and one for the outline on the back - so each character now takes 4 triangles instead of 2.
  • It now uses a non-monospaced font, Titillium Web, at 64px on a 1020x334 texture (this might hurt for people with low memory)

I have not put any effort at all into optimizing this and most numbers in the HUD are now out of visual-alignment. Please suggest any and all changes.

@ghost ghost changed the title Use compute shader for text, use Titillium Web font [hud] Use compute shader for text, use Titillium Web font Feb 6, 2025
@K0bin
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K0bin commented Feb 6, 2025

It now uses a non-monospaced font, Titillium Web, at 64px on a 1020x334 texture (this might hurt for people with low memory)

IMO it looks a lot worse than the current font.

@ghost ghost force-pushed the proportional-text branch from 9bd92ac to 13bc8f5 Compare February 6, 2025 20:50
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ghost commented Feb 6, 2025

It now uses a non-monospaced font, Titillium Web, at 64px on a 1020x334 texture (this might hurt for people with low memory)

IMO it looks a lot worse than the current font.

Do you have a different font in mind, or do you want the old font back? I'll generate it.

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K0bin commented Feb 6, 2025

Do you have a different font in mind, or do you want the old font back? I'll generate it.

I just don't really understand the point of this PR. The current HUD is a debugging tool. It works and looks fine.

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ghost commented Feb 6, 2025

Do you have a different font in mind, or do you want the old font back? I'll generate it.

I just don't really understand the point of this PR. The current HUD is a debugging tool. It works and looks fine.

Alright, closing.

@ghost ghost closed this Feb 6, 2025
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