What aspect ratio was Doom originally?
What aspect ratio was Doom originally?
Most monitors are 4:3. Doom ran at 320x200 which is 16:10. But most monitors in its day were 4:3.
Were you supposed to squeeze the image to add black bars to keep the pixels square, or let the game fill the whole screen with rectangular pixels?
(Is there any way to add resolutions to Doom above 320x200?)
Were you supposed to squeeze the image to add black bars to keep the pixels square, or let the game fill the whole screen with rectangular pixels?
(Is there any way to add resolutions to Doom above 320x200?)
Re: What aspect ratio was Doom originally?
I don't believe they intended for you to do this, no. I think the image just ended up a bit skewed, and the reason they decided to use 320x200 was for the faster rendering time over 320x240.SonicIce wrote:Most monitors are 4:3. Doom ran at 320x200 which is 16:10. But most monitors in its day were 4:3.
Were you supposed to squeeze the image to add black bars to keep the pixels square, or let the game fill the whole screen with rectangular pixels?
Apart from using ZDoom or another enhanced port? I believe Doom 95 supported 640x400 (or 480?), but other than that, no.(Is there any way to add resolutions to Doom above 320x200?)
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320x200/640x400 were meant to fill the whole screen. Modern video cards support these old resolutions less and just letterbox it by default going by 60hz or some other refresh rate.
320x200 was preferred back then because 320x240 was non-standard (ModeX ) and also appeared VERY flickery and bright at 60hz on old monitors. New monitors have no problem with 320x240 of course.
320x200 was preferred back then because 320x240 was non-standard (ModeX ) and also appeared VERY flickery and bright at 60hz on old monitors. New monitors have no problem with 320x240 of course.
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In case this is related to the nonsense that has been repeatedly posted on the Doom Wiki's Skulltag page, let me assure you that the information is completely bogus and was possibly initiated by someone who was trolling on the Skulltag forum for some time and totally unwilling to listen to explanations up to the point where he started calling names and got banned.
The correct aspect ratio in which Doom should be displayed is 4:3 - which is what all the source ports out there (except for Vavoom I believe) are doing.
The correct aspect ratio in which Doom should be displayed is 4:3 - which is what all the source ports out there (except for Vavoom I believe) are doing.
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Oddly enough, it doesn't flicker in Hexen.BFeely wrote:DOS DOOM used a non-standard 320x200 mode, which is just about the highest resolution that fits in a 64K RAM space, so it could be double-buffered. That is why on DOS DOOM, if you turn on no clipping and move outside the map, the screen flickers.
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Also some DOS engines can use it: Quake, all Build engine games and Normality. Probably more I didn't play.DoomRater wrote:320X400... where have I seen that resolution used......
Oooh! The Win9x boot screens!
The drawback, those are chunky modes (aka Mode X), more complex when it comes to pixel calculation. That usually makes them a little slower than VESA modes. However, those are available on standard VGA which was limited to 256 kB video RAM.