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I've often felt this way about spruced-up Doom ports. Bilinear texture filtering and hi-res exposes the simplicity of the geometry and textures, it's like when TV went HD, and TV-quality sets/costumes/makeup suddenly looked "worse". It's probably still a net win if you want to blast through third-party levels. See: https://www.twitch.tv/directory/game/DOOM%20II%3A%20Hell%20o...

I personally draw the line at colored lighting :)

Naively, I'm interested in whether raytraced Doom would be a good way to experiment with reproducing Doom's original atmospherics in a less pixelated way. Unfiltered texturing, 320x200, and the lossiness of palettized graphics (https://doomwiki.org/wiki/COLORMAP looks gross!) makes the world dark and blurry, it'd be cool to have the same atmosphere without the pixelation and moire effects.



I don't think you can have high resolution without an AI+human up-scaling of the art assets. And ideally without the bill-boarding from projecting sprites on polygons. Better to have always facing sprites IMO.

Now if only the up-scaling artists could collaborate with Smooth Doom. That would be a great way to play.




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