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>> No.6429770 [View]
File: 473 KB, 1280x720, Screenshot_Doom_20190531_121719.png [View same] [iqdb] [saucenao] [google]
6429770

>>6429720
Not all too much. I don't use any bilinear filtering, because I think it looks ugly, but I do play in OpenGL mode, I use anisotropic filtering, as I do like the crisp and clean pixels, but I also like making the picture clearer at a distance.
I use SpriteFixes, SBrightmaps (removed some of the ones I felt didn't fit), dynamic lights, along with bloom, which at least in the older version of GZD that I'm using, has only an on and off option, and seems to only be faint, (which is how bloom should be), the bloom is basically only noticeably against very bright objects and stark contrasts (such as a bright red raging furnace in a dark room). I think it can roll very well with stark contrasts like pic related.

I'm not all that attached to the software renderer as in the original, but I am VERY fond of the sprites and textures in Doom (and Quake, for that matter), I think the graphics that Adrian and Kevin made for the game are very beautiful (crude in just a few places, but still beautifully done), I like them both just for their aesthetics as they are, but as someone who loves oldschool propmaking and practical effects, the way they accomplished them rubs me the EXACT right way. OpenGL and a high resolution lets me see these graphics very cleanly and at a distance, with minimal distortion and no color bleeding. These things have charm to some, and I see it, but personally I love it this way. I also like being able to look up and down freely, without stretching and distorting my perspective, mostly because this feels more natural to me.

Beyond that, I play either with vanilla gameplay (not even with SmoothDoom), or with a favored gameplay mod. However, sometimes I'll sit down and play a random console port just for the hell of it, and even with the shitty ones, I still think the game holds up amazingly.

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