CAn somebody point me out to this beta?
This is most definitely real hardware, and I can't see it there either.
The Xbox emulated port in Doom 3 retains the original lighting and rendering style quite clearly for example: http://www.youtube.com/watch?v=eaxZ1x5v4Fs
As far as using the Jag level set goes, it was mostly due to time constraints for the PSX version. For the 3DO port it was mostly the same. For the Saturn port it was a bit of that, added with a lot laziness and just plain carelessness.
No other version of Doom uses any form of dithering (unless it was applied to the texture beforehand). It's unique to the 32X version.[/quote could you post an emulator screenshot to show what you mean. It sounds like you mean the vertical bars seen on some textures, but that's just an artifact from low detail mode, PC looks about the same when set to low detail. F5)
If you mean texture dithering, that's another issue, and still unrelated to rendering. (just an art choice due to limited colors)
So limited RAM space? That would inply the 3DO version was just a sloppy port as it has just a much RAM as the PSX. (2 MB main 1 MB VRAM)The only enemies the PSX and Saturn versions are missing are the Boss Cube and the Arch-vile. Both were due to memory constraints. (this was mentioned in an interview with the PSX team)
Hmm, on the GEMS issue, another reson would be the MIDI support, that would certianyl make a conversion simpler from one MIDI format to another. Still, the choice of soem instruments, even for GEMS was poor. (especially the lead instrument in E1M1, that and the bass drum or whatever that comes in -the occasional riffs and such are at least as good, if not better than in Adlib/SB on PC -again no SB16/pro specific support)American.
I wouldn't be surprised if the 3DO port is all software rendered, not using the 3DO's GPU or matrix coprocessor at all. (not sure how useful the coprocessor is for faycasting calculations, it was intended to 3D calculations rather like the PSX's GTE) The GPU could do affine texture mapping fine, but did have to contend for bandwidth with the CPU. (still much faster than software rendering I'd immagine)
I played numerous Doom 32X betas. It's pretty interesting seeing how they wanted the soundtrack and levels closer to the original in several of the betas.
Over time, they got lazy and gave us the final version. :-/
Watched the 32X review... wow, that sucks with the screen real estate being so small. I don't see how anyone could stand playing that way.
Their incompetence was such that the version that made it to store shelves wasn't even the gold version that had been turned in, it was an earlier beta.
Last edited by Silanda; 03-11-2010 at 04:51 PM.
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