[Duplicate] Sprite Smoothing and Bindings

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Sprite Smoothing and Bindings

Postby HexenMapper » Mon Mar 26, 2018 11:17 pm

Zdoom / GZDoom: I propose WASD bindings by default, and disabling Sprite Smoothing by default.

Its fine to have no modern bindings, but then why are sprites smoothed by default? Personally I would like to see modern bindings but with retro default look - catering to the modern gamer who appreciates what doom looked like before sprite smoothing and texture filtering.

This way newcomers don't get the wrong idea about what doom should look like. Its also nice to not have to wade through settings to get it looking vanilla. If the default bindings are vanilla, the default graphic settings should also be.

Full modern bindings I would love: (although anything past WASD is probably just my personal preference - not sure how many others play exactly like this)

W: Move Forwards
A: Strafe Left
S: Move Backwards
D: Strafe Right

R: Reload
C: Crouch
Space: Jump
E: Use

Ctrl: Use Item
Z: Previous Item
X: Next Item
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Re: Sprite Smoothing and Bindings

Postby Caligari87 » Tue Mar 27, 2018 8:11 am

This has been turned down several times in the past. I believe the reasons are twofold:

A) Not everyone uses WASD even if it is widely accepted, and so it shouldn't be made the default (for example, I use Ctrl for crouch instead of C, and the [ ] Enter controls for inventory). Classic controls are the way the game was originally set up, so GZDoom's default config maintains tradition. There is some discussion happening about having preset control schemes so people can switch to WASD or other common ones like ESDF or QWES. If anything that'll be what happens.

B) Without filtering turned on, there's little out-of-the-box differentiation for what GZDoom can do. Having some extra effects turned on by default sets GZDoom apart visually for new players.

8-)
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Re: Sprite Smoothing and Bindings

Postby Xaser » Tue Mar 27, 2018 9:14 am

Though I technically agree that a ton of defaults would be better off changed, I don't think it's possible for us to come to anything resembling a consensus in a forum thread. :P


[EDIT] The idea of selectable control presets was brought up a couple of times, though, and that's a pretty great idea.
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Re: Sprite Smoothing and Bindings

Postby HexenMapper » Tue Mar 27, 2018 9:39 am

Caligari87 wrote:Without filtering turned on, there's little out-of-the-box differentiation for what GZDoom can do. Having some extra effects turned on by default sets GZDoom apart visually for new players.


Hmm interesting, so its a vanity thing... wanting to seem different and having flashy features over other ports.

I'm gutted that new players will experience the smoothed sprites. I find them hideous, and some new player may think this is how doom is supposed to look. :cry:
Last edited by HexenMapper on Tue Mar 27, 2018 8:23 pm, edited 1 time in total.
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Re: Sprite Smoothing and Bindings

Postby Rip and Tear » Tue Mar 27, 2018 10:15 am

Caligari87 wrote:Without filtering turned on, there's little out-of-the-box differentiation for what GZDoom can do. Having some extra effects turned on by default sets GZDoom apart visually for new players.

This is anecdotal, but I've seen people say they don't want to use the GL renderer because the sprites are blurry and they didn't realize that it can be disabled.
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Re: Sprite Smoothing and Bindings

Postby Trusty McLegit » Tue Mar 27, 2018 10:32 am

I agree, it doesn't look impressive, it just looks blurry. If you have to have texture filtering enabled by default, at least enable high quality resizing as well (though I too prefer neither enabled)
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Re: Sprite Smoothing and Bindings

Postby Blue Shadow » Tue Mar 27, 2018 10:39 am

This is not the ZDoom source port with the option to switch the renderer to OpenGL. This is GZDoom. It's all about OpenGL stuff. So it makes sense that, by default, it doesn't go for a "vanilla" look.

Besides, newcomers are probably used to texture filtering from modern games, and they might find the pixel-y look too ugly for them. So I don't see that being a problem.
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Re: Sprite Smoothing and Bindings

Postby Graf Zahl » Tue Mar 27, 2018 10:53 am

Trusty McLegit wrote:though I too prefer...



Should we run a survey to find out what the majority opinion is?
One thing I have learned in the last few days is that the common user ticks quite differently than the people who are active here in the forum.
interestingly, in quite the opposite direction I would have expected. It seems like the vast majority has absolutely no attachment to old things and this falls right into the same slot.
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Re: Sprite Smoothing and Bindings

Postby Nash » Tue Mar 27, 2018 11:04 am

Personally I prefer the unfiltered, blocky pixelated look for low res art like Doom's original assets.

Yeah, running a survey would be a good idea.
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Re: Sprite Smoothing and Bindings

Postby drfrag » Tue Mar 27, 2018 11:24 am

Someone already did here:
https://www.doomworld.com/forum/topic/9 ... trilinear/

Also other modes gave problems on very old cards.
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Re: Sprite Smoothing and Bindings

Postby Rachael » Tue Mar 27, 2018 11:54 am

That's Doomworld though, and to consider it a surprise that the poll would turn out any way other than the way it did would be foolish, considering the MO of the majority of the users on the site is to favor anything that is more vanilla-like.

However, I can say from my own personal experience that I, too, prefer that look, and run GZDoom without filtering enabled.
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Re: Sprite Smoothing and Bindings

Postby zrrion the insect » Tue Mar 27, 2018 7:51 pm

Selectable presets would be nice. It'd let you try out a few different "looks" quickly and would let the player experience the graphical capabilities of gzdoom without pouring through all the unclear menus.
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Re: Sprite Smoothing and Bindings

Postby nazakomu » Tue Mar 27, 2018 7:52 pm

A poll would be an excellent idea.
I myself, have always, for the many years I've used GZDoom, had texture filtering disabled. I do know that there is a diminutive amount of people who do prefer filtering on, due to the sharp and "jittery" appearance of the pixels, and that's completely understandable.
But I'd honestly say, when it comes down to it, a poll would make for a great consensus on whether or not filtering should be enabled by default.
As for the bindings, I love the idea of selectable presets, such as a "modern" one, to which the OP is proposing. And then, a preset that would perhaps be called "traditional." And thus with those, allowing new players to have an easygoing choice to make.
Last edited by nazakomu on Tue Mar 27, 2018 8:00 pm, edited 2 times in total.
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Re: Sprite Smoothing and Bindings

Postby Zenon » Tue Mar 27, 2018 7:59 pm

I also think a poll here would be a good idea.
Personally, I think first time users should navigate through the options to see what sort of things GZDoom is capable of, instead of potentially getting put off by how different it looks on their first time running it.
For as long as I've played GZDoom, I've played it without the filters and can't help but cringe a little when I see screenshots and youtube videos with them enabled purely because the player either doesn't know how to turn them off, or thinks that's how it's meant to look, since it's turned on by default
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Re: Sprite Smoothing and Bindings

Postby HexenMapper » Tue Mar 27, 2018 8:21 pm

Graf Zahl wrote:Should we run a survey to find out what the majority opinion is?


Please yes!

Although it seems like a consensus so far in this thread, no one seems to be against disabling sprite smoothing by default.
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