Emulated Resolution & Soundfont Loading

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Emulated Resolution & Soundfont Loading

Postby Nieb » Tue Jul 02, 2019 12:42 pm

Hello all.
I'm really liking the new features being introduced with gzdoom version 4. I have a couple requests.

The emulated resolution feature is nice, but it appears to be clamped to 640x400 on the low end. I'd like to go down to 356x200 (the widescreen version of 320x200) to get the full DOS-1993-PC-gaming vibe. Can we lower the accepted values for resolution a bit?

While using a large soundfont file the game hangs for a second or two every time a map loads. Can we get an option to force it to preload the entire soundfont and keep it loaded?

Thanks!
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Re: Emulated Resolution & Soundfont Loading

Postby Caligari87 » Tue Jul 02, 2019 1:19 pm

Nieb wrote:The emulated resolution feature is nice, but it appears to be clamped to 640x400 on the low end. I'd like to go down to 356x200 (the widescreen version of 320x200) to get the full DOS-1993-PC-gaming vibe. Can we lower the accepted values for resolution a bit?

Not at this time, lower emulated resolutions break the menu layout and so the minimum was set at 640x400. There are some possible solutions to this issue but they have not been implemented yet.

8-)
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Re: Emulated Resolution & Soundfont Loading

Postby Nieb » Tue Jul 02, 2019 4:55 pm

Bummer. It's good to hear it's being looked into.
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Re: Emulated Resolution & Soundfont Loading

Postby Graf Zahl » Wed Jul 03, 2019 12:57 am

This is also *very* low priority.
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Re: Emulated Resolution & Soundfont Loading

Postby Rebecca Clucklehat » Tue Nov 05, 2019 8:31 pm

Being able to run the game in native resolution is low priority? :?

Sorry but, how about you remove the ability to downscale resolutions, and only support a display's native resolution? Really drive it home that accuracy is not a priority in ZDoom.
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Re: Emulated Resolution & Soundfont Loading

Postby wildweasel » Tue Nov 05, 2019 10:40 pm

Rebecca Clucklehat wrote:Being able to run the game in native resolution is low priority? :?

Sorry but, how about you remove the ability to downscale resolutions, and only support a display's native resolution? Really drive it home that accuracy is not a priority in ZDoom.

With that attitude? :?
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Re: Emulated Resolution & Soundfont Loading

Postby Graf Zahl » Wed Nov 06, 2019 2:12 am

Well, you can't please everyone. No matter what we do, somebody will always find reasons to complain. If you are so desperate to play Doom in pixel-vision, there's countless ports out there that can do it.
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Re: Emulated Resolution & Soundfont Loading

Postby drfrag » Wed Nov 06, 2019 4:36 am

You can play in lowres with LZDoom and the feature will be in my next legacy port in case i do another one. But hey if you pay me in a couple of days you'll enjoy a xZDoom version with lowres, take advantage of this special offer! :)
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Re: Emulated Resolution & Soundfont Loading

Postby Zenon » Wed Nov 06, 2019 2:11 pm

Nieb wrote:The emulated resolution feature is nice, but it appears to be clamped to 640x400 on the low end. I'd like to go down to 356x200 (the widescreen version of 320x200) to get the full DOS-1993-PC-gaming vibe. Can we lower the accepted values for resolution a bit?

Rebecca Clucklehat wrote:Things


You two should look up RetroShader and Vanilla Essence, I think they might have what you're looking for, especially Vanilla Essence, since it emulates that delicious 320x200, and, after I referred to this thread, might possibly start emulating 356x200 too.

Graf Zahl wrote:Well, you can't please everyone. No matter what we do, somebody will always find reasons to complain. If you are so desperate to play Doom in pixel-vision, there's countless ports out there that can do it.


Oh, that reminds me.
I think I forgot to say thanks for implementing the soundfont list for Fluidsynth a few updates ago, it's exactly how I would've imagined it.
Sure a few things you've done have met with some negativity, but it's not all bad. Don't let the community get you down, focus on those who motivate you and tell you how good a job you've been doing, however few and far between they are.

Nieb wrote:While using a large soundfont file the game hangs for a second or two every time a map loads. Can we get an option to force it to preload the entire soundfont and keep it loaded?


This is very much something I can get behind.
In fact, I think it may deserve it's own thread.
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Re: Emulated Resolution & Soundfont Loading

Postby Graf Zahl » Wed Nov 06, 2019 2:37 pm

Nieb wrote:While using a large soundfont file the game hangs for a second or two every time a map loads. Can we get an option to force it to preload the entire soundfont and keep it loaded?


Unfortunately not. At least not with FluidSynth - the library's interface is too limited.
Other MIDI synths implement a sound font cache. I'd recommend using Timidity++ anyway, it sounds a lot better than FluidSynth.
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