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File: 356 KB, 999x1454, PSXDoomBoxArt.jpg [View same] [iqdb] [saucenao] [google]
10680226 No.10680226 [Reply] [Original]

Why did the PS1 run Doom so bad? Was the hardware not powerful enough or was this just a shitty port?

>> No.10680232

>>10680226
Doom wasn't 3D enough to use playstation's capabilities properly

>> No.10680234

>>10680226
?
Archvile omission due to hardware constraints, PS Doom was as close as you could get to the PC version

>> No.10680236

>>10680226
Huh?!

It was >95% the same as pc with updated lighting

>> No.10680237

>>10680234
It has some really bad frametimes and stutters on real hardware, the N64 Doom game seems to run a bit more stable despite also having mostly the same technology. That's what I'm wondering about.

>> No.10680241

The console is shitting itself constantly over how spooky the game is.

>> No.10680276

>>10680226
how can the ps1 not run doom lmao? its not even 3d

>> No.10680283

>>10680276
OP is lying, it runs it pretty well especially compared to other failed attempts
>>10680237
Examples?

>> No.10680293

>>10680226
carmack insisted on perspective corrected texturing
and so psx doom uses a tech where it doesn't draw triangles as triangles
but as long single pixel wide strips and columns
if doom properly used the ps1 hardware and converted the maps to triangles it could run at 60fps easily
a similar problem was on saturn, they got it working with the saturn quads but ended up with a software rendered version due to carmack meddling (of course he feels bad about it now so thats that)

>> No.10680315

>>10680293
That actually clears it up for me. Thanks for explaining, Anon.

>> No.10681109
File: 1.30 MB, 1392x1541, Roger Motzkus - Doom.jpg [View same] [iqdb] [saucenao] [google]
10681109

>>10680226
Mix of hardware limitations and software limitations.

>>10680234
>>10680236
There's quite a lot of changes. PSX Doom, like most ports of Doom in the 90s, used the cut down Console Levelset which was originally made for the Atari Jaguar, which means levels which were cut down in size, had texture variety reduced, and otherwise having simplified geometry in places.
There wasn't any such set for Doom 2 (nor Thy Flesh Consumed), so PSX Doom was the first to cut down those levels, which it didn't do quite to the same extent as was done for Doom 1, thus performance across the board drops a bit after the first three episodes. Some levels were also replaced outright.

Levels were also made a bit darker, and would introduce colored lighting and sound reverb, together with all new sound effects. The music was also replaced with ambient droning noise, so it overall has a much darker and spookier tone and mood.
Arch-Vile was cut out because he's too many fucking frames, and Icon Of Sin got cut because the level would have been really demanding for the engine, and the spawning behavior could not be directly replicated (it can be worked around, but that wouldn't really save the level I think). In addition to levels replaced in Doom 1's console set, Midway added a couple of brand new exclusive levels of their own, and playing on UV you can sometimes find Doom 2 monsters in Doom 1's secret areas.

They couldn't do everything 1 to 1 on PSX, but they get pretty close, running at mostly decent speed, and they do try to make up for the shortcomings and cutbacks by sprucing the game some. The colored lighting, reverb, and the burning sky, are all really cool additions IMO.

>>10680283
E4M2 can be a bit slow.

>>10680293
He didn't want his clean and solid rendering replaced with jiggly rendering, which the PSX could deal with well enough, but the Saturn couldn't (at least not with the approach they went for). There's some things which aren't 100% clear about that story.