edward850 wrote: ↑Sun Oct 26, 2025 6:41 pm
Again, people confuse VGA monitors and TVs all the time, but they produce very different picture quality.
You also haven't responded to the rest of my message about what you're arguing for isn't even the same thing. You are arguing for screenspace filtering which is what a CRT would (hypothetically) do in this example, not sprite filtering which is what GZDoom's texture filtering actually is, and what you should actually be arguing for is a VGA screenspace shader. You aren't even talking about the right things.
You are correct. I'm not talking about those things deliberately. I think you've maybe picked up on an unintended implication from what I've been saying. I'm not even talking about texture filtering at the moment. I'm saying that when people in this community and others discuss what looks "right" for a retro game, they often don't talk about a very significant component - the appearance of the image on modern monitors versus what it looked like on a monitor from the time. They get very tied up with how Doom was "meant to be", but it certainly wasn't "meant to be" shown on a high resolution, bright, vivid, 8K widescreen monitor using technology that was years away from even being invented in 1993. The target was a low-res CRT monitor running at 320x200 in 256 colours - bleeding edge at the time because some PC games still came with EGA and even CGA options (and a sound card was an absolute luxury). It's nice to be able to view Doom on a modern monitor, but that's not what it was designed for. Surely there's nothing controversial in that?
I'm not arguing for anything. I didn't even think I was arguing at all. In fact, although I have stated my preference for filtered textures, I have tried to avoid arguing for them or against unfiltered ones throughout this thread, because that's not what the thread was about. It wasn't about what's better or even peoples' preferences. It was about why are people so invested in the default choice - and that' pretty much been answered.
In my more recent posts, however, I was just trying to make the point that a 1993 monitor shows a very different image to a 2025 one, and I was trying to characterise some of those differences. I'm not arguing for filtering, and I'm not dismissing anything either. Personally, I am not interested in emulating the CRT look in my Doom (much as I loved my final CRT, hung on to it for as long as possible and felt that my first flatscreen was a definite downgrade as far as visual fidelity was concerned). But that's not what I am talking about. I'm saying that there is a difference in the capability and nature of what a 1993 monitor can show versus new monitors. That's it - and surely that's undeniable?
The kind of monitor that a typical PC user was using in 1993-96 was incapable of the large, bright, sharp, vivid, high-definition images that we are using to look at Doom today by default. Doom was not made for modern monitors. It was made for what was available in 1993 and what 1993 monitors showed was very different to what a modern monitor shows.
That's it. That's all I'm saying. So, by extension, talking about what is "right" for Doom and not talking about the hardware comparisons (which is what usually happens) is missing out a major part of the discussion. People talk about filtering vs not filtering, banded lighting vs smooth lighting, paletted vs true colour and so on but if the user has a modern widescreen, bright, flatscreen monitor (as most do), none of it looks like it did on a 1993 monitor.
It was you who said that one of the problems with texture filtering was that it's not what the art was designed for. I agree, and I've never said otherwise. That's not what I'm talking about at the moment. I'm saying that nothing about a modern monitor and how most people are looking at Doom today is what Doom was designed for either.
As a side point, I know how much better a CRT monitor was than a CRT TV. A decent VGA monitor was way, way better than a TV for computer graphics: brighter, crisper, much better defined. Having run an Amiga 500 on a TV until getting a monitor for it, I have seen the difference on the same computer. It was night and day (and the Amiga was generally displayed on a TV by most users and even came with a TV adaptor out of the box).
edward850 wrote: ↑Sun Oct 26, 2025 6:41 pm
Edit: Also:
Enjay wrote: ↑Sun Oct 26, 2025 4:38 pm
Yes, perhaps the game artists would probably have had, but they also knew what the general public would be playing their games on
I actually talked to Kevin Cloud about texture filtering twice. It's fairly safe to say we know Quake 1 wasn't supposed to have it, and Quake 2 was supposed to have it. He's retired so I can't ask him about Doom directly (unless I see him at QuakeCon again), but given he was around while we were doing Doom64 and Unity Doom's art style never came up (that project was being done at the same time), and nothing about filtering was discussed in regards to Doom + DoomII, I'm confident that despite how screens may have looked or not, what GZDoom is currently doing with texture filtering wasn't his intent.
That's very cool. It must be great to have had that experience and insight from one of the OG game artists. Very cool, very lucky. To be clear - there is no sarcasm there at all. I genuinely mean it.
I hope you get from my answer to the rest of your post that I never said or expected Doom to be aimed at a texture filtering environment, or that texture filtering accurately emulates a 1993 monitor (it doesn't - not in the slightest, and I never even thought that was the point of it). All I was saying is that the target hardware was very different to what it is being viewed on today, but despite that very clear difference, it rarely seems to come up as part of the discussion.