Crispy Doom
github.com
github.com
(On another note, Quake II RTX revitalizes an already great game, definitely check it out if you can run it)
There's always something that ruins the immersion for me. Round pixels, for example? Can't do it.
Ironically I like to play emulated 8/16bit games upscaled with no smoothing, when CRTs of the day actually did some smoothing
We should meet and fight in a schoolyard some time.
Soon thereafter Call of Duty hit the scene and everything goes downhill from there (save Half-Life)
edit- I remember seeing the fake screenshots on the back of the box of D-ZONE and getting pissed my game didn't look like that. It only took 20 years or so!
https://www.reddit.com/r/emulation/comments/74hzx3/what_is_t...
The problem is our monitors, nowadays, are too good so we see pixels that we never saw back then.
I guess it all boils down to personal preferences. I grew up with consoles that used huge pixels, so in my mind they were perfect squares.
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.
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.
However, the software rendering in GZDoom does that 256-color-only fade out thing which really contributed to the scary, gritty look of the original. Game looks "better" with that enabled even if it's not truly 3-d rendered.
That's the awesome thing about GZDoom though. Everyone can make it their own game and customize it how they want. It's fascinating people are still making new levels for it.
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/
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 :)
Here's one.
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.
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.
I've always assumed it was the view bobbing/weapon bobbing combo, though maybe I'm the one underthinking it.
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.