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Crispy Doom

github.com

11–20 of 60 posts

Re: Crispy Doom

#11
post #6

I'll have to give this a try. Maybe it's a nostalgia thing, but Doom feels "wrong" at higher resolutions and hardware-accelerated texture smoothing. In the past I usually set GZDoom to a 720p resolution with software rendering while disabling up/down mouselook. This to me is the best of maintaining a "classic" Doom feel while still supporting widescreen.

Simply disabling texture filtering would go a long way toward keeping the game looking the way the developers intended, without disabling hardware acceleration, widescreen, or other quality of life improvements.

Same with retro emulators. Smooth, blended pixels just feel wrong.

Re: Crispy Doom

#12

I'd love to try this, but but I tend to get motion sick playing doom. It seems to be one of the few FPS games that I can't handle for more than a couple minutes at a time.

Older "2.5D" game engines (like vanilla Doom and the BUILD engine) use a number of tricks to simulate a three-dimensional scene that can be disorienting, especially when your player-character is looking up or down, crouching, leaning, or otherwise not looking directly straight.

Modern engines like GZDoom or eDuke32 have full-fledged 3D renderers, rather than the quasi-3D renderers of old. If you don't get motion sickness playing modern games, then playing Doom on an engine with a modern renderer might be helpful.

Re: Crispy Doom

#13
post #4

I find it slightly weird that a product that's characterized by its attention to resolution and crispiness has no images/video or obvious links to such in their README.

I was irked by this as well. I suspect that if GitHub allowed people to copy-paste images directly into README.md we'd see more images in the description of such projects (not sure if they've added such features since the last time I wrote a README.md).

Re: Crispy Doom

#14
post #4

I find it slightly weird that a product that's characterized by its attention to resolution and crispiness has no images/video or obvious links to such in their README.

I was irked by this as well. I suspect that if GitHub allowed people to copy-paste images directly into README.md we'd see more images in the description of such projects (not sure if they've added such features since the last time I wrote a README.md).

They did actually. You can paste an image into a Markdown file with cmd/ctrl+v.

Re: Crispy Doom

#16

I'd love to try this, but but I tend to get motion sick playing doom. It seems to be one of the few FPS games that I can't handle for more than a couple minutes at a time.

Doom was honestly not made to be played on the massive screens we have today I feel, and without adjusting for that, you're gonna have a bad time.

Re: Crispy Doom

#17
post #14

Earlier quoted context omitted.

I was irked by this as well. I suspect that if GitHub allowed people to copy-paste images directly into README.md we'd see more images in the description of such projects (not sure if they've added such features since the last time I wrote a README.md).

They did actually. You can paste an image into a Markdown file with cmd/ctrl+v.

Or drag-and-drop an image into a README or any other form of text on the site (PR description, issue comment, etc)

Re: Crispy Doom

#18
post #5

I would love to see some video recording of this.

Seems like YouTube has a few showcases. Honestly I can't tell a big difference between Crispy Doom and, say, GZDoom. https://youtu.be/5e9jBlDYfW0

The point of Crispy is to be closer to vanilla than ports like GZDoom, Zandronum, PRBoom, etc, but still remove some static limits (that custom maps need to work) and increase the render resolution (which GZDoom etc do, but vanilla and ports like Chocolate Doom don't).

Basically it's Chocolate Doom (which is essentially 1994 Doom, but it builds and runs on modern systems), but a little more easy to use and a little more compatible.

Re: Crispy Doom

#19
post #6

I'll have to give this a try. Maybe it's a nostalgia thing, but Doom feels "wrong" at higher resolutions and hardware-accelerated texture smoothing. In the past I usually set GZDoom to a 720p resolution with software rendering while disabling up/down mouselook. This to me is the best of maintaining a "classic" Doom feel while still supporting widescreen.

I played a doom port recently that had up/down mouselook and aiming. Very wrong.

Re: Crispy Doom

#20

I'd love to try this, but but I tend to get motion sick playing doom. It seems to be one of the few FPS games that I can't handle for more than a couple minutes at a time.

Maybe it's the head bob?
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