A little more color quality.
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A little more color quality.
ZDoom has been stuck at 8bpp for as long as I can remember, and I think it's time that changed. Normally, people looking for higher bpps would play ZDoomGL, but it hasn't been updated since April of 2004 and thus isn't current as far as new ZDoom features are concerned. I'm not saying that we need to go overboard on graphical updates and leave code improvements behind, but it would be nice if what is arguably the best Doom port doesn't look like cheesy ass.
More than 8-bit colour is certainly possible in software rendering. In fact, there were games with high color modes around before 3D cards even existed
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I suspect the problem is that it'd just be difficult and/or time consuming to implement in ZDoom.

I suspect the problem is that it'd just be difficult and/or time consuming to implement in ZDoom.
Last edited by NiGHTMARE on Sun Aug 21, 2005 5:56 am, edited 1 time in total.
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To tell you the truth. I have been playing with 8bpp for so long. I really don't notice the lack of colors, I guess my imagination just fills it in for me or something... In fact, when a wad changes the palette (njma01.wad, zendyn.wad), It takes me a sec to adjust, even though they are minor changes.
If ZDoom were to become 16bpp or even 32bpp, it would look radically different.
Not that there is anything wrong with that though...
If ZDoom were to become 16bpp or even 32bpp, it would look radically different.
Not that there is anything wrong with that though...
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- David Ferstat
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- HobbsTiger1
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8bpp isn't hell. While 16bpp or 32bpp color would be nice, we don't need it. Also, a GL port would be nice too, but it needs to be done right, without all the fancy and useless features that things like jDoom have. If it were me, I'd stick with what we have. Randy apparently agrees.championhyena wrote:Yeah, but I always figured he said that 'cause ZDoomGL was doin' it just fine. Now ZDoomGL's gone, and we are languishing in an 8bpp HELL!
Alright, maybe that's a little huge.
Well, can we get an estimate on how difficult 16 or 32bpp would be to implement?
- Graf Zahl
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HobbsTiger1 wrote: 8bpp isn't hell. While 16bpp or 32bpp color would be nice, we don't need it. Also, a GL port would be nice too, but it needs to be done right, without all the fancy and useless features that things like jDoom have. If it were me, I'd stick with what we have. Randy apparently agrees.
Sorry, but you apparently haven't seen anything that makes use of higher color resolution, otherwise you wouldn't say this. True Color is not about useless eye candy (which isn't that bad if it can be used by mappers. That's the point where JDoom fails. All this neat stuff and no decent way to use it...)