was the doom weapon res too high?

If it's not ZDoom, it goes here.
User avatar
raymoohawk
Posts: 1153
Joined: Fri Jan 17, 2014 7:16 pm

was the doom weapon res too high?

Post by raymoohawk »

am i the only one who thinks doom would look better with lower resolution hud sprites? i find the way the sprites look when you get close to a wall or monster way too jarring, anyone else feel the same way? would doom look better if the weaopons were more around the resolution of wolfenstein?
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: was the doom weapon res too high?

Post by Matt »

Intellectually I understand what you mean but in play I've never noticed a problem.
User avatar
Project Shadowcat
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA

Re: was the doom weapon res too high?

Post by Project Shadowcat »

raymoohawk wrote:am i the only one who thinks doom would look better with lower resolution hud sprites? i find the way the sprites look when you get close to a wall or monster way too jarring, anyone else feel the same way? would doom look better if the weaopons were more around the resolution of wolfenstein?
I think you're talking crazy.
User avatar
leileilol
Posts: 4449
Joined: Sun May 30, 2004 10:16 am
Preferred Pronouns: She/Her
Location: GNU/Hell

Re: was the doom weapon res too high?

Post by leileilol »

The only "too high" I see are the clipped-off areas that could be clipped off the data for real to save some precious kilobytes of memory that could've been put toward 2mb support (in a 1993 postmortem context where the unused fm sounds could also apply toward it)

Go be a bork laser and hit the f5 if you don't like the detail. :roll:
User avatar
raymoohawk
Posts: 1153
Joined: Fri Jan 17, 2014 7:16 pm

Re: was the doom weapon res too high?

Post by raymoohawk »

@vaecirus

i hadnt notice until recently either, but now i cant unsee it XD

@leilei

i know this is just subjective but i think the detail is too high compared to the rest of the visuals
User avatar
kodi
 
 
Posts: 1355
Joined: Mon May 06, 2013 8:02 am

Re: was the doom weapon res too high?

Post by kodi »

Is this an issue in 320x200 too?
User avatar
DaMan
Posts: 727
Joined: Fri Jan 01, 2010 7:14 am

Re: was the doom weapon res too high?

Post by DaMan »

leileilol wrote:Go be a bork laser and hit the f5 if you don't like the detail. :roll:
You could say he don't want none.
inb4 wildweasal says Doom weapon sprites are the cream of the crop dig it.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: was the doom weapon res too high?

Post by wildweasel »

The resolution of Doom's weapons is just fine; it's exactly as good as it could get back in the day.
DaMan wrote:inb4 wildweasal says Doom weapon sprites are the cream of the crop dig it.
wait shit i've been preempted
User avatar
Blox
Posts: 3728
Joined: Wed Sep 22, 2010 9:35 am
Location: Apathetic Limbo

Re: was the doom weapon res too high?

Post by Blox »

Image
you must be smoking something
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: was the doom weapon res too high?

Post by Matt »

So how would the fixed weapon sprites look, though? If they were on the same scale as sprites in the world, the shotgun would be no more than 2 pixels wide. I suppose one could base the resolution on the pickup sprites, which would be about 3-4x the resolution.
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: was the doom weapon res too high?

Post by zrrion the insect »

I would think that something closer to wolfenstein's weapon sprites would work. So, the sprites being roughly 1/2 scale of the vanilla ones would do the trick I think.
User avatar
leileilol
Posts: 4449
Joined: Sun May 30, 2004 10:16 am
Preferred Pronouns: She/Her
Location: GNU/Hell

Re: was the doom weapon res too high?

Post by leileilol »

id tried that once. It was horrible.
lowdoom03.png
You do not have the required permissions to view the files attached to this post.
User avatar
raymoohawk
Posts: 1153
Joined: Fri Jan 17, 2014 7:16 pm

Re: was the doom weapon res too high?

Post by raymoohawk »

i kinda like it, without all the hud stuff of course

here is an attempt that ad_79 posted over at doomworld
mazmon's low res weapons on this video are another example
mazmon wrote:More fakewolf3d stuff
that said i am now curious about vaecrius' suggestion of basing the hud resolution on pick up sprite resolution EDIT after comparing in photoshop the hud sprite size would only be a little bit smaller than the mazmon version

a bit off topic but related: the sky could also benefit from being double the standard res i think, basically making it the reverse of original doom where the closest elements were highest res
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: was the doom weapon res too high?

Post by Matt »

That last comment makes me think of the opposite perspective (no pun intended): the full-resolution Doom HUD weapons are fine because they basically look like the Doomguy is nearsighted - no ingame object ever gets as close as your weapon. (put 2 zombiemen (radius 20) in front of each other so their hitboxes touch, they just look like they're having a conversation; do it with a player (radius 16) and a zombie, maybe a conversation in a noisy club; only with 2 players does one start to wonder about the content of that conversation. Push open a door with one hand IRL and its average distance from you as you're pushing it is probably not too different from the point at which you'd be touching a wall in Doom.)

And if it seems unrealistic that someone's vision goes blurry that abruptly, fwiw that's pretty much exactly what happens with me, albeit at a closer distance. (I just checked this.)
User avatar
Cage
Posts: 471
Joined: Sun Jan 08, 2006 2:47 pm
Location: San Escobar

Re: was the doom weapon res too high?

Post by Cage »

Low res weapons are the one thing I don't like the most about Wolfenstein 3d, so I'm supper happy they didn't do that in Doom.

Return to “Off-Topic”