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>> No.10945775 [View]
File: 13 KB, 194x259, images(6).jpg [View same] [iqdb] [saucenao] [google]
10945775

>>10945728
I'm taking the bait, I don't even care.

1. The kind of 'grill' you'd see with a CRT would be like a single element laying over everything displayed all at once, at a fixed scale and perspective, as things get close to the player they get increasingly clear and chunky, ergo less downscaled and less distorted. Combine with the overall geometric clarity of that screenshot and you get a completely incongruous image which a CRT could not actually display.

2. A lot of Doom's assets were physical illustrations or objects which were created or adapted by hand, then digitized with a camera and post processed. Some was illustrated digitally.
Given the untold millions of different kinds of CRT computer screens, and later on CRT TVs, together with how closely graphics would frequently be scaled, the exact distortion could not, and would not have been possible to account for in any meaningful manner. What was accounted for (mostly) was aspect ratio, and then how detail would be distorted and lost when downscaled from the original high resolution scans and captures into Doom's resolution and scale.

You can see this with how the face on physical clay model for the Baron is actually very flat with just some outline detail, because Adrian Carmack recognized that a finely detailed face would turn into noise at that scale anyway and so instead he worked on that in post.
Meanwhile, the models which Greg Punchatz made did not properly account for that, which is why the Revenant was substantially redrawn in post, as his original gory detail turned to visually unreadable noise, why the Archie and Fatso similarly differ from some of their model detail, and why the Spidermind is actually pretty gritty and rough, probably because they hoped it would be less noticeable with his huge sprites.

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