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>> No.10595842 [View]
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10595842

>>10595728
I'm seeing some arguments over it on VOGONS, with one camp saying that Quake had to have been designed this way with HUD elements being affected, and the other camp saying nay and citing that the engine renders the 3D world essentially the same regardless of resolution. The artists could've been doing it because that's what they did for Doom, or they could've been doing it deliberately with the expectations of it showing up differently.

Personally, it's growing on me. If I had to guess why, it's that:
Generally, information becomes a bit easier to process. Everything of note I'm looking at is pushed more towards the center of the screen, and not trailing off to the sides while getting distorted by the FOV. Probably helps that its 4:3.
Artistically, it works with what you've described - the big shootable window in E4M2 looks perfectly circular - but I also think that everything looks a bit more "mature," if that makes any sense. The enemies all become slender and eerie, with the humanoids looking more proportionally accurate, and the maps all look looming and evil (qbism's smoother lighting helps).

Wondering if I can emulate this look in the other ports.

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