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Enable displaying the game visuals without ARC squeezing

Posted: Tue Apr 03, 2018 7:11 am
by Zodomaniac
Please introduce an option to disable squeezing the game visuals inherited from the vanilla Doom's aspect ratio correction.
This squeezing causes e.g. powerups look oval while without it they're perfectly spherical, screenshots from Crispy Doom as an example:
with ARC
https://user-images.githubusercontent.c ... 66f301.png
without ARC
https://user-images.githubusercontent.c ... fcbdb7.png

Re: Enable displaying the game visuals without ARC squeezing

Posted: Tue Apr 03, 2018 11:16 am
by nazakomu
Judging from the last feature suggestion you made, you seem to want GZDoom to take a more 'vanilla' approach. Graf has made it very clear in the past that GZDoom isn't supposed to exactly be vanilla Doom. For example, there are things that you no longer could do in ZDoom, such as the "gliding" glitch.
That is not to say that this feature suggestion will easily be dismissed because of that reason.

Re: Enable displaying the game visuals without ARC squeezing

Posted: Tue Apr 03, 2018 11:21 am
by Graf Zahl
This suggestion is as anti-vanilla as it comes. The game originally ran of a 320x200 mode on a 4x3 display, and the renderer preserves that stretching factor just as it should. Yes, the spheres are not perfectly circular, but the other way around everything else will look squashed.
What can be done is to change it for custom maps through MAPINFO but maps that use this normally come with their own assets.

Re: Enable displaying the game visuals without ARC squeezing

Posted: Tue Apr 03, 2018 12:21 pm
by Zodomaniac
nazakomu wrote:Judging from the last feature suggestion you made, you seem to want GZDoom to take a more 'vanilla' approach.
No, that was not what I meant, and these two suggestions are quite independent.

Re: Enable displaying the game visuals without ARC squeezing

Posted: Tue Apr 03, 2018 12:28 pm
by Zodomaniac
Graf Zahl wrote:Yes, the spheres are not perfectly circular, but the other way around everything else will look squashed.
No, it won't ;) Doomguy's status bar face seems more proportional to me without ARC, chaingun barrels and barrel bunch as a whole are more circular and not elliptical-cylindric,
also Cacodemons and Pain Elementals are more spherical.
Without ARC
https://user-images.githubusercontent.c ... 72b032.png
With ARC
https://user-images.githubusercontent.c ... c46570.png

And the chaingun:
Without ARC the barrels and barrel bunch as a whole are more circular-cylindric (as a proof, find some cylinder of 3-4 cm diameter, like a C or D size battery, and hold it in front of you about 30 cm lower than the eyes)
https://user-images.githubusercontent.c ... 85cf1d.png
while with ARC they're elliptical-cylindric, stretched up-down
https://user-images.githubusercontent.c ... 481f17.png

Re: Enable displaying the game visuals without ARC squeezing

Posted: Tue Apr 03, 2018 12:38 pm
by Rachael
Can you please not use [img] tags for such large images? The forum does not handle them well at all. Thank you.

Re: Enable displaying the game visuals without ARC squeezing

Posted: Tue Apr 03, 2018 1:07 pm
by Zodomaniac
Rachael wrote:Can you please not use [img] tags for such large images? The forum does not handle them well at all. Thank you.
OK, done)

Re: Enable displaying the game visuals without ARC squeezing

Posted: Tue Apr 03, 2018 1:48 pm
by Chris
Zodomaniac wrote:Doomguy's status bar face seems more proportional to me without ARC
It's objectively not. It may seem so if that's what you've grown used to (or convinced yourself is true), but comparisons show the aspect ratio correction makes the face more proportional.

Re: Enable displaying the game visuals without ARC squeezing

Posted: Tue Apr 03, 2018 2:36 pm
by Xaser
Graf Zahl wrote:What can be done is to change it for custom maps through MAPINFO but maps that use this normally come with their own assets.
Yes please. A Gameinfo-block default would be welcome as well in case of custom IWADs (that way any user-submitted maps don't have to remember to add the magic value to their own MAPINFO to work).

Re: Enable displaying the game visuals without ARC squeezing

Posted: Tue Apr 03, 2018 4:47 pm
by Pixel Eater
I have an add-on which fixes this. Just enable 'Autochthonic Widescreen' (there's two zoom options). I find it interesting that ID software corrected this on the Jaguar port, as by that stage it was too late for the PC.

Re: Enable displaying the game visuals without ARC squeezing

Posted: Tue Apr 03, 2018 10:16 pm
by Zodomaniac
Chris wrote:
Zodomaniac wrote:Doomguy's status bar face seems more proportional to me without ARC
It's objectively not. It may seem so if that's what you've grown used to (or convinced yourself is true), but comparisons show the aspect ratio correction makes the face more proportional.
You are right for the status bar face, I admit, but have you seen the powerups, cacodemons and the chaingun?

Re: Enable displaying the game visuals without ARC squeezing

Posted: Tue Apr 03, 2018 10:22 pm
by Zodomaniac
Pixel Eater wrote:I have an add-on which fixes this. Just enable 'Autochthonic Widescreen' (there's two zoom options). I find it interesting that ID software corrected this on the Jaguar port, as by that stage it was too late for the PC.
Thanks a lot! Surprisingly no one has done it before in 25-year history of Doom engine.
I prefer Zandronum and encounter the following error on launch:

Code: Select all

Execution could not continue.

Script error, "ScreeM3.5.pk3:gldefs.txt" line 1:
Expected '{' but got identifier 'beforebloom' instead.
Could you please make a Zandronum version or just tell me how to fix that?
Also, ScreeM description says I should enable bloom. But I don't need it as I play Brutal Doom. Can ScreeM be used without bloom?

Re: Enable displaying the game visuals without ARC squeezing

Posted: Tue Apr 03, 2018 10:40 pm
by Pixel Eater
Also, ScreeM description says I should enable bloom. But I don't need it as I play Brutal Doom. Can ScreeM be used without bloom?
It can indeed work without bloom, it will just warp the HUD weapon as you mouselook.
Could you please make a Zandronum version or just tell me how to fix that?
Eeek! I have no experience (even with coding) outside of GZDoom and it's shaders. Later today if there is a Mac version of Zandronum I'll check it out and see what can be done. Unless someone else wants to chime in here first?

Re: Enable displaying the game visuals without ARC squeezing

Posted: Tue Apr 03, 2018 11:19 pm
by _mental_
Is it about Zandronum 3.0?
Zandronum Wiki wrote:Updated Zandronum's (G)ZDoom base to ZDoom 2.8pre-441-g458e1b1 / GZDoom 1.8.6.
There was no post-processing shaders support in GZDoom 1.8.6 for sure.

Re: Enable displaying the game visuals without ARC squeezing

Posted: Wed Apr 04, 2018 2:34 am
by Zodomaniac
Pixel Eater wrote:Eeek! I have no experience (even with coding) outside of GZDoom and it's shaders. Later today if there is a Mac version of Zandronum I'll check it out and see what can be done. Unless someone else wants to chime in here first?
OK, I got the latest GZDoom and achieved the effect I need for Brutal Doom (scaling the view but not the weapon and status bar) by setting autochthonic widescreen to On and no other aspect ratio correction, so that the view is stretched by the factor of (16:10)/(4:3)=1.2. Thank you so much! BTW, what is the Maintain Zoom option for autochthonic widescreen?
A little suggestion: could you please add an option for all the screen scaling (autochthonic+force aspect ratio) to affect the weapon graphic? (see chaingun above)