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/vr/ - Retro Games

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>> No.2206634 [View]

>>2206628
And all you assholes argued with me that a 486dx would run doom smoothly.

>> No.2194834 [View]

>>2194825
You could reduce the rendering resolution but it would not stretch to fill the screen. Also the 486dx gets an average of 16fps when coupled with a voodoo 3 at standard resolution on doom. The standard res is not the max resolution either so the screen is cut off. And I can't prove it cost that much thas just what I recall paying.

>> No.2194814 [View]

>>2194804
>>2194806
I'm not tasking out my ass. You had to keep the resolution down to have reasonable framerates. Also for a 486dx it was like 400 for the processor alone. On top of that you would get sub 20fps framerates with reduced resolution on vanilla doom. Let alone doom 2 or final doom. I think your remembering wrong.

>> No.2194790 [View]

>>2194757
Also you have to remember at the time most people turned the resolution down in doom. I remember it being significantly chopper on my pc at the time than on the psx. The games requirements, while modest, we're still out of the reach of most consumer pcs. Those framer ates were perfectly acceptable. Also when playing on a crt it's not really possible to notice the animation differences and lower sprite resolution. Additionally the rocket launcher is only missing the blast back animation. The major change is replacing the archviles with a hook sprite. And cyber demons with multiple spiders. Those are negatives against the psx doom. For the most part it was better than playing on a pc unless you had a 2k+ dollar machine.

>> No.2194785 [View]

>>2194757
There's definitely downsides to it, I'm not arguing that it's better in every way. I'm just offering a counterpoint to that one poster saying it's a shit port. A ton of work went into psx doom, and it shows. It's a very faithfulport with plenty of additions. Imo the best way to play vanilla doom is with the psx lightING changes and music pk3 and deh files. Again that is preference though and I definitely see your point. At release for those with a average computer, this was the best way to play doom.

>> No.2194587 [View]

>>2194536
Playing it on release, the slowdown was comparable to what you'd get on a good pc at the time. So I'd say that's an excellent port.

>> No.2194508 [View]

>>2194506
Go on doomworld or something. Or go look at the psx doom TC. This isn't just me saying this.

>> No.2194495 [View]

>>2194356
The general consensus is that the changes are better overall. Have you ever played it? The music and sounds are even redistributed as a pk3 file to use with most sourceports. The changes are also minimal and new enemies are added. Overall it seems like an update. Definitely not a sloppy port.

>> No.2194476 [View]

>>2194407
The D stands for Dick. Which OP sucks.

>> No.2194347 [View]

>>2194331
The ps1 port is superior in every way though. The rest were that way due to limitations of the machines.

>> No.2194328 [View]

>>2194305
Put the roms on his desktop. Change the file association of those roms to the emulator you want to use. You can do this by right clicking than clicking open with and selecting the emulator from that menu. Be sure to check the always open with this program option box

>> No.2192828 [View]

>>2192812
>>2192820
Also the OP example is an excellent way of showing that the developers often did intend for there to be specific artifacts. And yes the timeouts are very annoying. But manageable most of the time. As I did it isn't a perfect solution. I usually just use retroarch unless I'm playing specific games.

>> No.2192825 [View]

>>2192808
>>2192794
I mean it looks bad through an upscaler. Like I said some games look great and some look terrible. It's really a toss up and a matter of personal preference. I'm not advocating strongly one way or the other.
>>2192808
Also yes it had bettee controller support than Linux in terms of Bluetooth controllers. Which most people are going to prefer. By this I don't mean wider range of support but rather a better way to sync that goes much smoother. Also any HID input will work. So it still is fairly broad.

>> No.2192782 [View]

>>2192759
Sonic 2 is a bad example. It doesn't look as good as it makes heavy use of artifacts to create effects and transparencies. For the most part games look phenomenal though. But stuff like the OP posted isn't going to look as good. The better way to play it would be through retroarch hooked up via a modern device.
>>2192742
Much easier to set up and use. Cheaper price. Quicker boot times. Better controller support. Just ease of use alol around. There's no reason not to do that when the performance and IQ is identical for the most part.

>> No.2192738 [View]

>>2192719
> implying you'd notice 17ms
Go away with your shitposting.
Also in response to OP the only better way to play on an HD TV without input lag is with a wii hooked up through a non scaling wii to HDMI adapter. That way you get a native progressive output that the tv doesn't have to deinterlace otherwise the framemeister is the best solution for retro gaming on an hdtv

>> No.2192710 [View]

>>2192707
The input lag is minimal. I have most of my retro consoles hooked up through my framemeister mini and I don't notice it. On top of that I mostly play shmups. I'm not half bad either I can 1 cc MM and Ikaruga. And most others.

>> No.2186319 [View]

>>2186315
Also, while this is a relatively undocumented problem for this obscure console. It had incredible poor documentation, was difficult to program for, and was incredibly limited hardware wise, had strict standard for release, and was expensive to develop for. It was literally worse than the 3do or jaguar.

>> No.2186315 [View]

>>2186313
It also outputted a very low resolution, had a small color palate even compared to the NES/Master System, and outputted a very poor quality.

>> No.2186313 [View]

>>2186253
It was underpowered, came out too late, didn't have any killer apps, came from a relatively unknown company, wasn't advertised enough, and had a dated design. Basically everything was wrong with it. If it came out 10 years earlier it would have likely had moderate success.

>> No.2186025 [View]

>>2182689
Are you retarded? What makes you think this is android based?

>> No.2185867 [View]

>>2185848
Most are avid collectors that own the games anyways and have disposable income people like.
>Assembler
>Drx
>PJC91
all are huge sources of proto's. Other people like
>Byuu
are retards that took out massive loans to redump games. Whatever the case they have an interest in preservation not in personal gain. They really are preserving works of art, regardless of how shitty the game may be. This is our history and without that it will be lost forever.
>>2185819
Is also right. When proto's are leaked by the dev/someone with the publisher they are basically un-employable. It's a sad truth. This is even the case with newer games where the publisher/developer is still active. Some devs don't care. Sega is actually really good to the community and has been known to help track down prototypes. Same with Atari and Activision. Other companies like Nintendo are toxic and keep very poor records along with being harmful to the community in general.

>> No.2178961 [View]

>>2178930
It was always the Playstation I believe. The assembler forums would be a better place to ask this.

>> No.2178957 [View]

>>2178951
>>2178923
>>2178918
Im a sperg I meant 50k. Sorry I type terrible on my phone. At any rate I'm just pointing out the enormous cost of starting the fabrication process. This stuff isn't cheap at all. Neither is running/maintaining it. Unless they bought all used equipment this stuff isn't cheap. I'm not trying to shill the analogue nt. I'm just stating that as someone with over a decade experience at a fabrication plant as a capital goods buyer/programmer I know what this stuff costs. And it isn't cheap. I just thought you guys would value the input of someone who knows.

>> No.2178889 [View]

>>2178006
This is entirely incorrect. Before moving to game loft I worked in the fabrication industry for several years. To get a die cut for injection casting costs anywhere from 50 to 200k. This is likely on the upper end of that. Then you have to buy a machine to actually cast which is likely another 400k if they buy used. Then there's material, that quantity of processed aluminium is likely anywhere from 60 to 90 per unit depending on where they make it. I'm not that familiar with what a bread board cost but that looks like a custom design. To pressential a custom board the machines cost upwards of 1.5mil each. And I'm sure they have multiple dies and machines. On top of that they had to design the board and the case and design their manufacturing process. Engineers for that arent cheap and it takes some time to do all of this. That's why you see knockoff 1 chip and glop top consoles in seemingly random cases. They bought used molds and machines and bread boards. Then theres labor costs which 9 sure falls well out of the standard labor deviation as this is a small company. At 500 a piece their break even is likely over 500k units. The profits here are very slim. I'm not sure how you idiots saying it's overpriced expect them to make it for any less.

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