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Zgłoś problem z tłumaczeniem
If you're saying "no it doesn't count because it uses interpolation", well, bad news for you: That's how all source ports handle uncapping the framerate.
1. mouse y-movement (toggleable or together with Strafe modifier button)
2. F2/F3 for save/load menu (and F10 to quit, F11 to gamma cycle)
3. Pause key (useful to mute music and go alt-tab to other PC stuff)
4. manual naming of save files, optional start-level autosaves per-iwad/pwad, showing saves for currently loaded iwad/pwad first or highlighted in the list
5. more choices of minimal HUDs, HUD/map transparency, HUD scaling, timer, leaving markers on automap
that said, all the best wishes for this engine, hoping doom (and i, yeah lol) will live another 30 years
* stability
* the graphics renderer options we had in Doom Legacy 5000 years ago
things that I want but devs are not smart enough to accomplish:
* actual anti-cheat measures
* "rewind" netcode (used in online fighting games), to level the playing field between high-ping and low-ping users of hitscan weapons, and also to compensate for packet aggregation, which this netcode has zero compensation for
I already heard you in other threads and you continue to be wrong. There's nothing wrong with including basic graphics options in the official Doom port. It's basic courtesy and it is commonplace in old games which are updated to run on modern hardware.
Running it without being able to turn on even texture filtering or MSAA, is ridiculous and lazy.
Ah, yes. All those software renderers with filtered textures and msaa.
Like, I'm not going to lie and say there aren't some options I'd like to see, but I think it is fair to limit the player's options for the sake of preserving the original presentation or artwork.
Putting aside that both requests are pretty much impossible with the renderer as implemented (your GPU is only being used to present the final frame, all rendering is done in software on the CPU), texture filtering IMO is ♥♥♥♥♥♥♥ gross when applied to a game with low-res textures like DOOM. It just makes everything blurry or smeary, and obscures the details in pixel art.
"oh but xBRZ looks amaz-" yeah miss me with that ♥♥♥♥, it looks terrible too. I mean, I guess that can work in some circumstances, but DOOM is not one of them.
Opinionated? Yeah sure, but look at it this way: If you were remastering a game, you would want it to be presented in the best possible light visually-speaking, right? And if you disliked texture filtering, you probably wouldn't want players to have the ability to enable it and play DOOM as if Doomguy smeared vaseline over his helmet.
(No comment on anti-aliasing meanwhile; I know that it can work really well when a game has no mipmaps, but I find it dicey to be combining sprites with anti-aliasing.)
have tried DSR on Nvidia, but here on driver version 560 the game doesn't like it and resets back to 1920x1080 when i select bigger virtual resolutions
DSR, I guess that might be fine if it worked, idk. Though you'd probably be hitting the CPU hard.
Take your own advice.
In your opinion. Your opinion is also garbage.