Double pixel rendering mode?

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Goldenflare5643
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Double pixel rendering mode?

Post by Goldenflare5643 »

I think a while back I remember there being an option to render the screen in "double pixels" without the resolutions being changed. I cant remember if it was a console command I used to do it or not but I cant find it anymore...
If anyone knows what option or what command i'm talking about PLEASE post it here!
Thank you.
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Caligari87
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Re: Double pixel rendering mode?

Post by Caligari87 »

This is no longer needed as GZDoom always runs at native resolution now, and there's custom pixel scaling options in the Video Modes menu.

for example: If you're at 1920x1080, go into video options and set rendering resolution to 50% to get pixel doubling.

8-)
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Re: Double pixel rendering mode?

Post by Goldenflare5643 »

Caligari87 wrote:This is no longer needed as GZDoom always runs at native resolution now, and there's custom pixel scaling options in the Video Modes menu.

for example: If you're at 1920x1080, go into video options and set rendering resolution to 50% to get pixel doubling.

8-)
What about Lasting Light? It accomplishes double pixels without changing your resolution? How does it do that?

And again, I remember doing it without changing my resolution...
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Caligari87
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Re: Double pixel rendering mode?

Post by Caligari87 »

I'm pretty sure it used to be a feature of G/ZDoom. It's also no longer needed because setting the "scale factor" to 50% accomplishes the exact same thing without changing your actual resolution.

My actual resolution is 1920x1080. With a scale factor of 50%, I'm running at an emulated resolution of 960x540. Pixel doubling!


If it was ever in Lasting Light the gameplay mod, It's not anymore that I can find and the changelog doesn't mention it.

Alternatively, a screenspace shader can easily accomplish this. See the "Vanilla Essence" mod, for example. In fact, vanilla essence even includes the classic "high/low detail" setting, so it's probably exactly what you want.

8-)
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Re: Double pixel rendering mode?

Post by Goldenflare5643 »

Caligari87 wrote:I'm pretty sure it used to be a feature of G/ZDoom. It's also no longer needed because setting the "scale factor" to 50% accomplishes the exact same thing without changing your actual resolution.

My actual resolution is 1920x1080. With a scale factor of 50%, I'm running at an emulated resolution of 960x540. Pixel doubling!


If it was ever in Lasting Light the gameplay mod, It's not anymore that I can find and the changelog doesn't mention it.

Alternatively, a screenspace shader can easily accomplish this. See the "Vanilla Essence" mod, for example. In fact, vanilla essence even includes the classic "high/low detail" setting, so it's probably exactly what you want.

8-)
Ok, thanks then! Im kinda bumbed it isnt in gzdoom anymore, but then again, we are talking about my memories from maybe four or five years ago. Thanks again, ill check out that shader. :)
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Re: Double pixel rendering mode?

Post by drfrag »

Those were the ancient double horiz/vert options in ZDoom 2.1.7, i rescued low detail modes in ZDoom LE and added a quad option. They were only for software.
Or was it the -2 cmdline parameter? That one still works in LZDoom.
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Re: Double pixel rendering mode?

Post by Darkcrafter »

Gonna shtpost and say that although those pixels break my eyes the game feels like it's in its own dish, kind of, everything looks way more consistent, add palette degradation effect to it and it "glued up" even more, I'm not surprised some people want it.
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Re: Double pixel rendering mode?

Post by Rachael »

Well - that's you - and I'm sure many people agree with you - but obviously, not everyone does, so best to let people enjoy what they want. :)
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Re: Double pixel rendering mode?

Post by Goldenflare5643 »

drfrag wrote:Those were the ancient double horiz/vert options in ZDoom 2.1.7, i rescued low detail modes in ZDoom LE and added a quad option. They were only for software.
Or was it the -2 cmdline parameter? That one still works in LZDoom.
Excuse me what?
Please give more detail if i can do it in LZDoom that would be great!
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Re: Double pixel rendering mode?

Post by Graf Zahl »

Darkcrafter wrote:Gonna shtpost and say that although those pixels break my eyes the game feels like it's in its own dish, kind of, everything looks way more consistent, add palette degradation effect to it and it "glued up" even more, I'm not surprised some people want it.

Thanks to that reasoning we now have an EDuke32 version where this stuff cannot be switched off anymore through readily available means. It's never a good idea to take an absolute stance on such things and then act on them as a developer.

For me palette degradation is a complete no-go. I neither buy nor play games where such a thing exists and cannot be disabled. Consider yourself lucky that I think this way, otherwise GZDoom would never have happened.
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Re: Double pixel rendering mode?

Post by leileilol »

Duke3D needs that palette degradation. There's many maps that use a darker shade because it turns into a deeper color (like a dark red if applied to a bright orange texture, for example). What you're arguing for is that deeper red to become a garish brown. Darkened sunset skies will look ugly. Duke's hands in shadows will become ugly too

(Not defending Eduke32 here, this is purely a tech artist perspective)
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Re: Double pixel rendering mode?

Post by Graf Zahl »

So in other words, the game is supposed to look like shit or what? It all goes both ways, with the degradation not only come the different colors but also crushed contrast and reduced fidelity. The easiest place to see this is right at the grave in the first map of Blood. On a paletted display all the details on the texture are lost in the darkness.
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Re: Double pixel rendering mode?

Post by Darkcrafter »

Rachael wrote:Well - that's you - and I'm sure many people agree with you - but obviously, not everyone does, so best to let people enjoy what they want. :)
Exactly, and GZDoom allows for sooo many options and this is what makes it frigin outstanding, there is no not just a sourceport, but a game that would allow for such versatility; one day I wanna play it with modern graphics, a couple of clicks and it's done, want the textures to be still sharp but not flickering that much - filtering at none, anisotropy at 16. Want it in doom colors but less banding - marifx with dithering engaged; noobs gonna hate such versatility, but I love it :lol:
Graf Zahl wrote:So in other words, the game is supposed to look like shit or what? It all goes both ways, with the degradation not only come the different colors but also crushed contrast and reduced fidelity. The easiest place to see this is right at the grave in the first map of Blood. On a paletted display all the details on the texture are lost in the darkness.
Palette degradation doesn't look cool to some people, but here is one more thing I noticed: when palette mode engaged, in doom walls in dark rooms look a bit brighter because this effect doesn't allow some areas of texture to go near to pitch black darkness so it picks up a value that is close to it, but still a little-bit brighter.
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