[HN Gopher] Crispy Doom
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       Crispy Doom
        
       Author : tosh
       Score  : 48 points
       Date   : 2022-01-10 20:41 UTC (2 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | qbasic_forever wrote:
       | Woof! is a source port from the same creator and worth checking
       | out too: https://github.com/fabiangreffrath/woof It's crispy doom
       | visual plus much more modern extensions to doom mod support (way
       | less limits and much more custom behavior supported). This is a
       | good video describing it:
       | https://www.youtube.com/watch?v=aq44msZ3eO8
        
       | some-guy wrote:
       | I'll have to give this a try. Maybe it's a nostalgia thing, but
       | Doom feels "wrong" at higher resolutions and hardware-accelerated
       | texture smoothing. In the past I usually set GZDoom to a 720p
       | resolution with software rendering while disabling up/down
       | mouselook. This to me is the best of maintaining a "classic" Doom
       | feel while still supporting widescreen.
        
         | theevilsharpie wrote:
         | Simply disabling texture filtering would go a long way toward
         | keeping the game looking the way the developers intended,
         | without disabling hardware acceleration, widescreen, or other
         | quality of life improvements.
        
           | ASalazarMX wrote:
           | Same with retro emulators. Smooth, blended pixels just feel
           | wrong.
        
         | toast0 wrote:
         | I played a doom port recently that had up/down mouselook and
         | aiming. Very wrong.
        
         | Zardoz84 wrote:
         | I play , with Zandronum, with nearest mipmapping. It simply
         | feels better with these low resolution textures on a high
         | resolution screen.
        
       | gkhartman wrote:
       | I'd love to try this, but but I tend to get motion sick playing
       | doom. It seems to be one of the few FPS games that I can't handle
       | for more than a couple minutes at a time.
        
         | bombcar wrote:
         | Doom was honestly not made to be played on the massive screens
         | we have today I feel, and without adjusting for that, you're
         | gonna have a bad time.
        
         | uxp100 wrote:
         | Maybe it's the head bob?
        
         | theevilsharpie wrote:
         | Older "2.5D" game engines (like vanilla Doom and the BUILD
         | engine) use a number of tricks to simulate a three-dimensional
         | scene that can be disorienting, especially when your player-
         | character is looking up or down, crouching, leaning, or
         | otherwise not looking directly straight.
         | 
         | Modern engines like GZDoom or eDuke32 have full-fledged 3D
         | renderers, rather than the quasi-3D renderers of old. If you
         | don't get motion sickness playing modern games, then playing
         | Doom on an engine with a modern renderer might be helpful.
        
       | seph-reed wrote:
       | I would love to see some video recording of this.
        
         | boringg wrote:
         | Yeah thats what I was looking for as well. Or even some screen
         | shots frankly.
        
         | umvi wrote:
         | Seems like YouTube has a few showcases. Honestly I can't tell a
         | big difference between Crispy Doom and, say, GZDoom.
         | 
         | https://youtu.be/5e9jBlDYfW0
        
           | bhelyer wrote:
           | The point of Crispy is to be closer to vanilla than ports
           | like GZDoom, Zandronum, PRBoom, etc, but still remove some
           | static limits (that custom maps need to work) and increase
           | the render resolution (which GZDoom etc do, but vanilla and
           | ports like Chocolate Doom don't).
           | 
           | Basically it's Chocolate Doom (which is essentially 1994
           | Doom, but it builds and runs on modern systems), but a little
           | more easy to use and a little more compatible.
        
       | S33V wrote:
       | I find it slightly weird that a product that's characterized by
       | its attention to resolution and crispiness has no images/video or
       | obvious links to such in their README.
        
         | optymizer wrote:
         | I was irked by this as well. I suspect that if GitHub allowed
         | people to copy-paste images directly into README.md we'd see
         | more images in the description of such projects (not sure if
         | they've added such features since the last time I wrote a
         | README.md).
        
           | omn1 wrote:
           | They did actually. You can paste an image into a Markdown
           | file with cmd/ctrl+v.
        
             | gavinray wrote:
             | Or drag-and-drop an image into a README or any other form
             | of text on the site (PR description, issue comment, etc)
        
       | smegsicle wrote:
       | the automap overlay is a huge QoL improvement imo
        
       | makeworld wrote:
       | Seems like this is an improvement from Chocolate Doom, but GZDoom
       | already does this.
        
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       (page generated 2022-01-10 23:00 UTC)