was the doom weapon res too high?
-
- Posts: 1153
- Joined: Fri Jan 17, 2014 7:16 pm
was the doom weapon res too high?
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?
-
- 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?
Intellectually I understand what you mean but in play I've never noticed a problem.
-
- 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?
I think you're talking crazy.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?
-
- 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?
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.
Go be a bork laser and hit the f5 if you don't like the detail.

-
- Posts: 1153
- Joined: Fri Jan 17, 2014 7:16 pm
Re: was the doom weapon res too high?
@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
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
-
-
- Posts: 1355
- Joined: Mon May 06, 2013 8:02 am
Re: was the doom weapon res too high?
Is this an issue in 320x200 too?
-
- Posts: 727
- Joined: Fri Jan 01, 2010 7:14 am
Re: was the doom weapon res too high?
You could say he don't want none.leileilol wrote:Go be a bork laser and hit the f5 if you don't like the detail.
inb4 wildweasal says Doom weapon sprites are the cream of the crop dig it.
-
- 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?
The resolution of Doom's weapons is just fine; it's exactly as good as it could get back in the day.
wait shit i've been preemptedDaMan wrote:inb4 wildweasal says Doom weapon sprites are the cream of the crop dig it.
-
- Posts: 3728
- Joined: Wed Sep 22, 2010 9:35 am
- Location: Apathetic Limbo
Re: was the doom weapon res too high?

you must be smoking something
-
- 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?
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.
-
- 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?
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.
-
- 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?
id tried that once. It was horrible.
You do not have the required permissions to view the files attached to this post.
-
- Posts: 1153
- Joined: Fri Jan 17, 2014 7:16 pm
Re: was the doom weapon res too high?
i kinda like it, without all the hud stuff of course
here is an attempt that ad_79 posted over at doomworld
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
here is an attempt that ad_79 posted over at doomworld
mazmon's low res weapons on this video are another exampleAD_79 wrote: doneski
Spoiler:
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 versionmazmon wrote:More fakewolf3d stuff
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
-
- 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?
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.)
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.)
-
- Posts: 471
- Joined: Sun Jan 08, 2006 2:47 pm
- Location: San Escobar
Re: was the doom weapon res too high?
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.