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/vr/ - Retro Games


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10710089 No.10710089 [Reply] [Original]

Why did they drop this wall contrast effect in Doom 64? The game looks flat without it.

>> No.10710139

i literally cannot see the pic. and then people criticize reshade or me using reshade when it literally fixes this issue by boosting brightness
actual crt fags back in the day who played doom 64 on real console complained that they had to turn their crt brightness all the way up, which caused tv damage in long run.
how am i wrong in using post fx to fix this god awful mess?

>> No.10710154

>>10710139
>actual crt fags back in the day who played doom 64 on real console complained that they had to turn their crt brightness all the way up
I can confirm that. the game was a pain in the ass to set up and it was still very dark on max brightness.

>> No.10710373

Maybe because it's a different renderer and doing it in the N64 one would have been more costly.

>> No.10710379

>>10710139
>caused tv damage
How, though? If the inherent image is dark, then the brightness boosted image should be straining the phosphors as much as a regularly bright image should, right?

>> No.10710410

Heard somewhere that this game was developed in an office with no windows/sunlight, hence it being so dark. The modern multi-plat remaster fixes this issue however.

>> No.10710479

>>10710089
was lucky enough to play this game back in the day in our 'spare room' which didnt have a window. had trouble with the difficulty but never with the brightness. not sure if zoomers or just retarded

>> No.10710489
File: 33 KB, 640x438, 1679695621729.jpg [View same] [iqdb] [saucenao] [google]
10710489

>>10710373
I mean, being a hardware accelerated N64 game, it uses standard N64 api as opposed to custom made software stuff that classic Doom games use, but N64 has no issues rendering textures with different brightness levels depending on their angle. SM64 even uses a dynamic variant where the brightness changes with the camera rotation.

>> No.10710492

>>10710089
4KB texture cache. Prease understandu.

>> No.10710537

>>10710379
it fries the internals. not the image.

>> No.10710627

>>10710479
Zoomers don't know how bad glare could be with CRT. A bright window in the room would reflect on your screen and now you had a big white trapezoid blocking out a chunk of your view, and too much ambient light could dim out dark imagery.

>> No.10710694

>>10710089
They built Doom 64 from ground up. You are using high resolution to compare both games. Doom's version doesn't even look good, as it looks too sharp. They didn't had to tech sure, but that's why they were trying to improve. There are times that a game might have tried a wrong technique to improve tech. That's why Shenmue 2 Xbox has that awful blur. Doom 64 isn't a good game to begin with.
>>10710139
>using Doom 64, a game that wasn't particularly liked, an N64 FPS (nobody cares about those other than goldeneye greatest FPS of all time people), to make a point regarding image quality of CRT
>using resh*de
Well I can see how someone that thinks that first point makes sense, would use resh*de. I guess this is the time to include "reshade" to my filters.

>> No.10710697

>>10710694
>>10710139
>they had to turn their crt brightness all the way up
Forgot to add. Back then only idiots would mess with their TV settings like that. People would know, they don't know much about tech and don't touch it to not to damage it. Technology wasn't idiot proof back then. People smart wouldn't change brightness to their liking as they would also know what's intended by director. What does that leave us with? Idiots.

>> No.10711009

>>10710627
Blackout curtains weren't invented yet in the 90's? Big kek if true.

>> No.10711012
File: 41 KB, 275x295, pet the caco.jpg [View same] [iqdb] [saucenao] [google]
10711012

>>10710694
>>10710697
Doom 64 is arguably as good as Final Doom.
The excess darkness holds it back some, and some don't like the N64 controller, but it's fundamentally 95% the same gameplay as the original games, just with all new graphics, levels, and sound.

If you enjoy the original Doom, consider trying out Doom 64 on PC or something, the new official releases (which you can pirate), have adjusted the brightness so that it's less obtrusive, and they let you rebind controls as you wish. It plays well with a dualshock or with keyboard+mouse.

>> No.10711016

>>10711009
lmao

Some games and movies were dark, but usually not as dark as Doom 64 could be, so it's kind of an outlier. Often it was enough to turn down the blinds and turn off most (or all) lights.
It kinda depends on the geometry of the situation to, if the light sources are in positions where they'd be able to reflect on the screens or not.

>> No.10711017

>>10711012
>the new official releases (which you can pirate)
>pirating a $5 game
Your opinion is irrelevant.

>> No.10711346

>>10711017
You think the execs at ZeniMax are gonna starve?

>> No.10711356

>>10710697
>Back then only idiots would mess with their TV settings like that
Anyone who has played games on CRT knows that sometimes shit is just too god damn dark and you have to crank up the brightness to the max to see anything.
Ideally you'd want your CRT brightness to be as high as it goes before blacks start turning gray, sometimes you'd have to go beyond that to play games some specific games like Doom 3.

>> No.10711449

>>10711017
The difference between buying and pirating Doom is that one doesn't give money to the people who made it, and the other is pirating Doom.

>> No.10711718

>>10711449
Kaiser did make some new levels for the new ports, and they're pretty good actually, but he also sold large stakes of his company to Atari (which is now headed by the guy who usually bankrolled Nightdive's projects), so he's got a pretty damn good payday for his work already.

>> No.10713443

I play it on Doom64EX-plus. Anyone else?

>> No.10713575

>>10710089
the original games don't have fake contrast. it's a source port thing

>> No.10713601

>>10713575
https://doomwiki.org/wiki/Fake_contrast
>Fake contrastis a feature of the originalvanilla Doomengine

>> No.10714137
File: 670 KB, 710x674, piratechad.png [View same] [iqdb] [saucenao] [google]
10714137

>>10711017