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CarterKnighter

Any way to make PrBoom+ spectres look like vanilla?

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DSDA-Doom recently implemented the fuzz effect for the spectres in OpenGL, making them look closer to vanilla. Try it out.

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To be clear, you are asking if you can play at a higher resolution but have only the Spectres look pixellated?

 

No, this is not possible. You could try playing at a lower resolution and see if it gives the effect you want.

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Then just simply play at a lower resolution. The spectre pixel shifting is simply just that, and so changing the resolution changes the amount of pixels it has.

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34 minutes ago, CarterKnighter said:

But even at 1080p they don't have any pixel effect at all, just transparency.

You will only see it in software mode, not OpenGL. No hardware renderer implements the effect.

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25 minutes ago, CarterKnighter said:

But even at 1080p they don't have any pixel effect at all, just transparency.

 

The pixel effect is there, you're just not seeing it because 1080p is way more square pixels than 200p.

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1 minute ago, Andromeda said:

DSDA-Doom recently implemented the fuzz effect for the spectres in OpenGL, making them look closer to vanilla. Try it out.

If it doesn't have the refraction, it doesn't count. :P

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48 minutes ago, maxmanium said:

The pixel effect is there, you're just not seeing it because 1080p is way more square pixels than 200p.

I set PrBoom+'s resolution to 200p even and its not there

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23 minutes ago, CarterKnighter said:

I set PrBoom+'s resolution to 200p even and its not there

How sure are you that you're using the software renderer? Make sure you are using prboom-plus.exe (not glboom!).

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1 hour ago, Edward850 said:

How sure are you that you're using the software renderer? Make sure you are using prboom-plus.exe (not glboom!).

This was the issue, I'm using the umapinfo version which doesn't even have a glboom executable, but it was still launching it with OpenGL for some reason?

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it's theoritically possible by rendering the game twice, once in 320x200 and another time in your selected resolution, then using a bit of math to get the pixelated look you want but it would be a pain to implement and look kinda crappy

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48 minutes ago, CarterKnighter said:

This was the issue, I'm using the umapinfo version which doesn't even have a glboom executable, but it was still launching it with OpenGL for some reason?

More likely they just merged the two and called it the same executable.

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