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Crispy Doom

github.com

31–40 of 60 posts

Re: Crispy Doom

#32

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.

Peer comments are correct, but also:

Doom is FAST.

Doom 2016 is known for feeling pretty fast and chaotic compared to other modern FPSes. Here's some gameplay footage: https://youtu.be/Fy0AoehoYb4?t=81

Compare that to Doom 2: https://youtu.be/NDBazH7aZbY?t=1350

Doom is extremely fast by design. So... it takes some getting used to.

Re: Crispy Doom

#34
I'm surprised no one has mentioned the "Doomsday Engine," which is cross-platform and has the slickest modernization of Doom (I and II), Hexen, and Heretic that I've come across.

How much fidelity to the original to maintain is certainly a matter of taste, but imo they've done an excellent job of maintaining the essence while translating the basic feel and appearance to something slick and modern(ish): upscaled and better filtered textures, dynamic lighting, mouse look + strafing + jumping, UI for multiplayer match-making + game-playing, etc.

They've got videos and downloads here: https://dengine.net/

Re: Crispy Doom

#36
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.

I don’t think that the developers “intended” the game to look the way it does, they were merely responding to the constraints of the platform available at the time. Sure, we all can appreciate the “classic” look and feel, but to imply that it is to any degree essential to enjoying the game would be a bit disingenuous. I have no doubt that kids today would enjoy this game a lot more if, for example, the sprites were in higher resolution and used a smoother animation.

Re: Crispy Doom

#37
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.

My pet theory is: Doom's aesthetic is dark and scary. Being low-res helps with that, as does artifacting on distant surfaces (aliasing), and the way the 8-bit COLORMAP [1] turns things gray and splotchy. The darkness is exaggerated, compared to a high-res image with trilinear texture filtering and 24-bit color.

[1] https://doomwiki.org/wiki/COLORMAP

Re: Crispy Doom

#38

I'm surprised no one has mentioned the "Doomsday Engine," which is cross-platform and has the slickest modernization of Doom (I and II), Hexen, and Heretic that I've come across. How much fidelity to the original to maintain is certainly a matter of taste, but imo they've done an excellent job of maintaining the essence while translating the basic feel and appearance to something slick and modern(ish): upscaled and b…

Doomsday doesn't get much mention these days because the community has largely embraced GZDoom for Doom with "modern" enhancements, and many modern maps and mods are designed for for he GZDoom engine.

Re: Crispy Doom

#39
post #36

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.

I don’t think that the developers “intended” the game to look the way it does, they were merely responding to the constraints of the platform available at the time. Sure, we all can appreciate the “classic” look and feel, but to imply that it is to any degree essential to enjoying the game would be a bit disingenuous. I have no doubt that kids today would enjoy this game a lot more if, for example, the sprites were i…

> I don’t think that the developers “intended” the game to look the way it does, they were merely responding to the constraints of the platform available at the time.

It's a distinction without a difference, as the end result is graphical assets (textures, sprites, etc.) that were designed to be displayed without any filtering.

Re: Crispy Doom

#40

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.

You can turn texture filtering off in the modern Doom 64 port and its night and day
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