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Crispy Doom

github.com

21–30 of 60 posts

Re: Crispy Doom

#21
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 play , with Zandronum, with nearest mipmapping. It simply feels better with these low resolution textures on a high resolution screen.

Re: Crispy Doom

#22
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.

[deleted]

Re: Crispy Doom

#23
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 recently played through Doom and Doom II via GZDoom and had a great experience playing at 1080p and with disabled texture filtering. I didn't play these games when they first came out so mouselook feels natural to me and I'd recommend it for people in similar positions. These games really do hold up

Re: Crispy Doom

#24

Earlier quoted context omitted.

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.

Funny, I grew up playing the original DOOM and Quake, and when the Nintendo 64 came out with texture filtering I wanted to get that look into those games more than anything in the world (at least in Quake it did eventually get official support via GLQuake). My last playthroughs were at my screen's native rez with texture filtering, a remixed music pack, remastered audio, and with Brutal Doom installed, and the experience was like everything I dreamed Doom was back in the day. A retro-accurate version of the game just feels bland.

(On another note, Quake II RTX revitalizes an already great game, definitely check it out if you can run it)

Re: Crispy Doom

#26

Earlier quoted context omitted.

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

Funny, I grew up playing the original DOOM and Quake, and when the Nintendo 64 came out with texture filtering I wanted to get that look into those games more than anything in the world (at least in Quake it did eventually get official support via GLQuake). My last playthroughs were at my screen's native rez with texture filtering, a remixed music pack, remastered audio, and with Brutal Doom installed, and the experi…

I find it really hard to play Doom, Quake and Quake II with any sort of filtering or texture packs.

There's always something that ruins the immersion for me. Round pixels, for example? Can't do it.

Re: Crispy Doom

#27

Earlier quoted context omitted.

Funny, I grew up playing the original DOOM and Quake, and when the Nintendo 64 came out with texture filtering I wanted to get that look into those games more than anything in the world (at least in Quake it did eventually get official support via GLQuake). My last playthroughs were at my screen's native rez with texture filtering, a remixed music pack, remastered audio, and with Brutal Doom installed, and the experi…

I find it really hard to play Doom, Quake and Quake II with any sort of filtering or texture packs. There's always something that ruins the immersion for me. Round pixels, for example? Can't do it.

Texture packs I can agree with. Maybe I just like the filtered textures look.

Ironically I like to play emulated 8/16bit games upscaled with no smoothing, when CRTs of the day actually did some smoothing

Re: Crispy Doom

#28

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 sick…

I think you're overthinking the problem. Doom has a really deep view-bobbing motion along with a slow and deep, not quite in sync weapon bobbing motion. There's no looking up or down, crouching, leaning or in any way not looking directly straight, and Duke Nukem 3D which had all of those things never seemed to bother any of my friends like Doom did.

I've always assumed it was the view bobbing/weapon bobbing combo, though maybe I'm the one underthinking it.

Re: Crispy Doom

#29

Earlier quoted context omitted.

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

Funny, I grew up playing the original DOOM and Quake, and when the Nintendo 64 came out with texture filtering I wanted to get that look into those games more than anything in the world (at least in Quake it did eventually get official support via GLQuake). My last playthroughs were at my screen's native rez with texture filtering, a remixed music pack, remastered audio, and with Brutal Doom installed, and the experi…

I feel like you're my exact opposite. Quake 2 is a boring game and the RTX version is like spraying a fine mist of water all over Quake 2 and shining at it with a flashlight. Doom is best enjoyed largely untouched mechanically because its design is still unique and unrivaled. Brutal Doom completely throws everything off and turns it into an obnoxious gorefest.

We should meet and fight in a schoolyard some time.

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