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shoober

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About shoober

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    Green Marine
  1. shoober

    PrBoom+ vs Chocolate Doom Fake Contrast

    Do you fart when you pee?
  2. shoober

    PrBoom+ vs Chocolate Doom Fake Contrast

    IT RUBS THE LOTION ON ITS WEINER!!!
  3. shoober

    PrBoom+ vs Chocolate Doom Fake Contrast

    I know its very poopy to want such accuracy, but I want my Doom experience to be as close to vanilla Doom as possible (except for higher resolution). Well I'd be damned. You're the man Gez. You're right, about half of it at least. For the fake contrast to be drawn correctly, you must use a 320x200 multiple resolution. You also cannot use 16:10 aspect ratio, or it will always be wrong, no matter what resolution you use. So what I did was, I chose a 4:3 aspect ratio, with a resolution in the multiple of 320x200 (1920x1200). Then, upon entering fullscreen, THE ASPECT RATIO WAS CORRECTED!!! EUREKA!!! KJLBNDFUIH#$*H$F*(N$#E(UI*FHN948ernbfvg9p84hvg98p4hvfg8794bfb8n94f8h948h9f89h489hf89h4erfh89f48hbui9er4c8ih94e8hin9cvibunoeruibnocubin
  4. shoober

    PrBoom+ vs Chocolate Doom Fake Contrast

    With software aspect ratio correction, it is always possible. Technically, using a 16:10 resolution makes the 16:10 picture, so its the same thing. That's like saying a red apple is one thing, but a red apple is another. They are not different, they are the same. I'm aware that aspect ratio and resolution have an important role in how the fake contrast is drawn. Its just there were some people that didn't believe this was true and thought it had to do with gamma. I bet if vanilla Doom supported higher resolutions with the ability to do a 16:10, it would do the same thing to fake contrast and make it more brighter at long distances. But the thing is, vanilla Doom doesn't allow this, so when the fake contrast is drawn like that, its not supposed to look like that. Its not how it was ment to be. Since Doom was only 320x200, the fake contrast is supposed to look like how it does in Chocolate Doom. Any other way is wrong. PrBoom+ does aspect ratio correction only if you use a matching aspect ratio and resolution (16:10 - 1280x800 is what that picture was taken as). The problem is, it will not draw the fake contrast correctly, no matter if I use 4:3 with 640x480, or 1920x1200 with 16:10. So it does not do aspect ratio correction like Chocolate Doom does, were it will correct the aspect ratio no matter what resolution you use.
  5. shoober

    PrBoom+ vs Chocolate Doom Fake Contrast

    Any monitor can display black borders around an image. Its not dependant on the monitor, but the program. Certain things in the game, the like splash screen, intermission screen, and end scene were indeed rendered with black borders. Any monitor can draw black borders, its the program that has to support it. All monitors already support it. It doesn't have to have black borders, since Chocolate Doom can do this very same thing without black borders (render a 16:10 resolution with 4:3 aspect ratio correction) like I have mentioned before. If you actually read my posts, you would have already known what happends if I display a 4:3 resolution with 4:3 aspect ratio. Please refer to the table I posted above. No matter how much I fine tune PrBoom+, I can't get it to draw fake contrast correctly while having the aspect ratio corrected. Chocolate Doom can correct the aspect ratio, while drawing the fake contrast correctly, no matter what resolution it is, because Chocolate Doom has a different aspect ratio correction method like I've mentioned before. Half of your confusion is not understanding the problem and not fully reading my posts (or understanding them). Since Doom's original resolution is 320x200, that means with PrBoom+, the only way the fake contrast will be drawn correctly, is if you use a resolution thats in the multiple of 320x200 with 4:3 aspect ratio. Do you even play Doom in software mode?
  6. shoober

    PrBoom+ vs Chocolate Doom Fake Contrast

    No way. PrBoom+ will render the fake contrast completely different depending on your settings. Yeah, but I don't want to play a port that cannot display the correct aspect ratio and/or fake contrast. I want the graphics (besides resolution) to be as close as possible to vanilla Doom. Well if this is true, I provided pictures that show the difference between how these two source ports draw fake contrast, so you won't forget. Since I made no adjustments to gamma in between these pictures, this is definitely not the problem. I can get PrBoom+ to draw the fake contrast just like Chocolate Doom does, but then the aspect ratio is wrong, and vice versa. Gamma has nothing to do with this, especially considering how PrBoom+ can indeed render the fake contrast correctly with the right settings. Just look at this picture. This is PrBoom+ rendering the fake contrast the way its supposed to be drawn, just to clarify no gamma settings are involved. I also have Chocolate Doom open below so you can see how its not correcting the aspect ratio (Doomguy's head is more square in PrBoom+, which shows no aspect ratio correction is taking place). Now compare the above picture to this picture, and you will see how it draws the fake contrast wrong differently. Its very noticeable on the wall to the left. A section of the wall is supposed to be completely black on the left like it is in Chocolate Doom.
  7. shoober

    PrBoom+ vs Chocolate Doom Fake Contrast

    I ment to say fake contrast, my bad. I spent some time nailing down how PrBoom+ handles aspect ratio and the fake contrast. Here is what I found. I will copy and paste my notes here. 320 means the resolutions that are in a multiple of 320x200, while "Normal" means resolutions that are 4:3 (like 640x480). Correction stands for aspect ratio correction, and fake contrast is obvious. --------------------------------------------------------------- 4:3 setting___ 320 = correction/fake contrast WRONG/CORRECT Normal = correction/fake contrast CORRECT/WRONG 16:10 setting___ 320 = correction/fake contrast CORRECT/WRONG Normal = correction/fake contrast WRONG/WRONG --------------------------------------------------------------- Using 16:10 with "Normal" resolution will make Doomguy's head even slimmer. So, what I found is, PrBoom+ will do the aspect ratio correction, only if you choose the correct resolution to match it. For example, PrBoom+ will only correct the aspect ratio if you choose the right resolution to match the aspect ratio. Like 640x480 with 4:3, or 1280x800 with 16:10. If you choose a 4:3 resolution with a 16:10 aspect ratio, or vice versa, the aspect ratio will not be corrected. This is not the same behavior that Chocolate Doom has in regards to aspect ratio correction. No matter what resolution I threw at Chocolate Doom, it corrected the aspect ratio, and also kept the correct fake contrast amount. I would really like to contact the maker of PrBoom+ and tell to use the same method of aspect ratio correction that Chocolate Doom uses, so it will be possible to play with the correct aspect ratio and correct fake contrast at the same time. Because right now, it is impossible.
  8. shoober

    PrBoom+ vs Chocolate Doom Fake Contrast

    Regardless of if I'm in window or fullscreen mode, it doesn't have an effect on whether it stretches or not. The results are the same. I already know that it stretches, which is why I was pointing out that it doesn't do aspect ratio correction EXACTLY like Chocolate Doom does. If I threw a 16:10 resolution at Chocolate Doom, it would display it as 4:3 unstretched. This is not how PrBoom+ behaves. They do NOT have the same method of aspect ratio correction. Even with the stretching its technically still 16:10. That's not the point. The point was that the graphics are squashed because the 16:10 resolution doesn't have the 4:3 stretching that was originally applied to Doom via the monitor, which Chocolate Doom does. This is what the "Auto" setting does. Oh course you can also do it manually. Fullscreen as well. Because if you don't, the fake contrast will be completely off, which is the whole topic of this thread. I already explained why I was doing this in my previous posts.
  9. shoober

    PrBoom+ vs Chocolate Doom Fake Contrast

    The picture is squashed because its displaying the 320x200 multiple resolution without the stretching. To mimic the stretching, you have to use 16:10. I went back and tried some things in PrBoom+. First off, it does not correct the aspect ratio like Chocolate Doom does. It just simply says, "Oh, you're using a 4:3 resolution, I will automatically set the ratio to 4:3." Chocolate Doom does this differently. It will draw the original 16:10 320x200 resolution, then display it as 4:3, just like those monitors did back then. I don't know a single engine besides Chocolate Doom that does this kind of aspect ratio correction, while keeping the fake contrast the same as it is in vanilla or chocolate Doom. When you manually set a 320x200 multiple resolution in PrBoom+, and select 4:3, the image will become stretched. Or, if you set a standard 4:3 resolution, and display it as 16:10, the fake contrast will not be correct. Its a mess. Its just about impossible to have the same aspect ratio while keeping true to the original way fake contrast is drawn in vanilla or Chocolate Doom, unless PrBoom+ adds a option to correct the aspect ratio the way Chocolate Doom does.
  10. shoober

    PrBoom+ vs Chocolate Doom Fake Contrast

    I don't think I can do this, since I have a old school 4:3 CRT monitor. I'm going to open up PrBoom+ a little later and try to use 16:10 and a 4:3 resolution to see if that fixes the fake contrast.
  11. shoober

    PrBoom+ vs Chocolate Doom Fake Contrast

    The problem is, it doesn't preserve the way fake contrast is supposed to look at 4:3 when you change the aspect ratio. Doom simply displays a 16:10 resolution at 4:3, which is what makes the pixels seem more rectangular then square. PrBoom+ can mimic this look by displaying the game at 16:10, but it doesn't keep the way fake contrast is drawn at 4:3, since it renders at 16:10 instead. So its not EXACTLY doing the aspect ratio correction like Chocolate Doom does. I already was using 1920x1200 at 16:10. The whole problem and reason I started this thread was because if you use these settings, it will draw the fake contrast incorrectly. See the picture above. It only draws the fake contrast correctly if you use 4:3 at a resolution in the multiple of 320x200. But, as you probably know, if you use 4:3 ratio, it won't be correct the aspect ratio, and everything appears squashed and more square.
  12. shoober

    PrBoom+ vs Chocolate Doom Fake Contrast

    Oh I get now. I can see why Boom was created then, which raises the limits on these very things. I'm just trying to figure out how I can get PrBoom+ to look like Chocolate Doom, aspect ratio and fake contrast wise. Technically, 320x200 is a 16:10 ratio, but the Doom engine just displays it at 4:3, so it looks very unique. To mimic this effect, I had to use 16:10 in PrBoom+ to make it look like it does in Chocolate Doom. I think at the moment it is impossible to have the correct aspect ratio in PrBoom+, while having the same fake contrast as in vanilla Doom. When I choose 4:3 in PrBoom+, the graphics look squashed. Doomguy's face will appear square instead of rectangular like it should. Playing at 4:3 with PrBoom+ looks like the face on the right in this picture. The maps look so strange after you viewed them at there correct aspect ratio. I guess its not that big of a deal until you view the maps the right way, then you don't want to see them any other way. So what should I do? Should I try and contact the maker of PrBoom+ and ask him to add aspect ratio correction like Chocolate Doom does? Should I just quit being a spoiled brat and play Doom at its original resolution? Its so hard to go back once you played Doom at high resolution. Is there some kind of way to get PrBoom+ to correct the aspect ratio without changing the way fake contrast is used?
  13. shoober

    PrBoom+ vs Chocolate Doom Fake Contrast

    Okay, I figured it out. I had to change my aspect ratio back to 4:3 instead of 16:10. Why I used 16:10, was I was trying to use the correct aspect ratio for DOOM. 320x200 is 8:5, or more commonly called 16:10 aspect ratio, so I put PrBoom+ to 16:10 while using a resolution that was in the multiple of 320x200. So I chose 1920x1200. This gave the same appearence as Chocolate Doom, but I just noticed that the fake contrast was all wrong. Now I'm stuck in a rut. As most of you probably know already, using a 4:3 resolution in DOOM will make it look smooshed, and sandwiched. Playing at 16:10 (DOOM's original aspect ratio) fixes this and makes it look correct. Chocolate Doom has a option to correct the aspect ratio, so no matter what resolution your using, it will correct it to look like it does with 16:10. Also, If you don't use a resolution in the multiple of 320x200 with a 4:3 aspect ratio, the fake contrast will look like it does with 16:10. What am I to do? How can I get PrBoom+ to correct the aspect ratio without it messing with the fake contrast? I don't think theres an option. I would just simply use Chocolate Doom, but I can't stand using such a low resolution. If Chocolate Doom would let you increase the internal resolution instead of scaling 320x200, it would be a miracle. If there was a source port that was exactly like Chocolate Doom, except it let you increase the internal resolution, I would poop my pants.
  14. shoober

    PrBoom+ vs Chocolate Doom Fake Contrast

    I just started PrBoom+ in window mode at 320x200 and its still the same as the picture above.
  15. I have been comparing PrBoom+ and Chocolate Doom for about a week now, and haven't noticed any differences using the software render, except for one. PrBoom+'s fake contrast is stronger then Chocolate Dooms. PrBoom+'s will light up areas farther away then what Chocolate Doom does. Here is an example: PrBoom+ Chocolate Doom On the wall to the left, you can see that in PrBoom+, the wall it completely lit up. But, in Chocolate Doom, it cuts of the fake contrast early and the wall is black. I'm standing in the same spot for each picture. I can safely assume that Chocolate Doom's fake contrast is the correct way and how its supposed to look. Why is PrBoom+'s fake contrast different?
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