Crispy Doom
41–50 of 60 posts
Re: Crispy Doom
#42I'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.
I do miss the dynamic lights and particle effects and nicer UI from Doomsday though (e.g. GZDoom won't start until you move your WAD files to a specific directory or edit a .ini file; Doomsday launches with an optional quick tutorial through the UI, then allows you to use a filechooser and point to a directory, after which the games corresponding to WADs show up in a nice visual selector).
It's nice to know there is a backup if support falls off for Doomsday in the future though (my sister and I have been using it to play co-op multiplayer for > 15yrs :)
Re: Crispy Doom
#43I 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
Re: Crispy Doom
#44Here's one.
Re: Crispy Doom
#45Earlier 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.
Re: Crispy Doom
#46I wish there was a good Java port of the Doom engine. Seamless portability matters!
Re: Crispy Doom
#47I'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.
You see the same issues with old console games on emulators. While some people like the "pixelated" look you see with default settings, it's not how the games actually looked on a CRT.
Re: Crispy Doom
#48Earlier 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 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.
Re: Crispy Doom
#49Earlier quoted context omitted.
Same with retro emulators. Smooth, blended pixels just feel wrong.
Thing is, CRT displays do a kind of smoothing on pixels https://twitter.com/CRTpixels/status/1408451743214616587
Re: Crispy Doom
#50Earlier 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.
The problem is our monitors, nowadays, are too good so we see pixels that we never saw back then.