BrutalDoomisAwesome Posted August 21, 2020 I'm trying to work on a fork of a source console port from 2011 called ps2doom by Luzkasz D.K ported from sdldoom using ps2dev from github and my main to do is trying to get sound support onto it. Link to my fork: https://github.com/7dog123/ps2doom Link to ps2dev: https://github.com/ps2dev/ps2dev 3 Quote Share this post Link to post
Gregory Stephens Posted August 21, 2020 You know with these I wonder if you could replicate a sort of enhanced more definitive version of PSX Doom for the PS2. https://github.com/Erick194/PSXDOOM-RE https://github.com/Erick194/PSXFINALDOOM-RE https://github.com/BodbDearg/PsyDoom It was always pretty saddening that the PS2 never got a proper classic Doom port so seeing this come into fruition would be awesome. 2 Quote Share this post Link to post
BrutalDoomisAwesome Posted August 22, 2020 6 hours ago, Gregory Stephens said: You know with these I wonder if you could replicate a sort of enhanced more definitive version of PSX Doom for the PS2. https://github.com/Erick194/PSXDOOM-RE https://github.com/Erick194/PSXFINALDOOM-RE https://github.com/BodbDearg/PsyDoom It was always pretty saddening that the PS2 never got a proper classic Doom port so seeing this come into fruition would be awesome. You potentially can but you'd have to downgrade from SDL2 to SDL1.2 since the ps2dev uses SDL 1.2.8 (for now at least) 0 Quote Share this post Link to post
Gregory Stephens Posted August 23, 2020 On 8/21/2020 at 10:18 PM, BrutalDoomisAwesome said: You potentially can but you'd have to downgrade from SDL2 to SDL1.2 since the ps2dev uses SDL 1.2.8 (for now at least) I don't know anything about that but if it could be pulled off that'd be pretty sweet. 0 Quote Share this post Link to post
Eurisko Posted August 30, 2020 (edited) It is quite amazing that the Playstation 2 never got any Doom. Considering how dominant the console was back then You'd have thought it would be a safe bet. Was Doom 3 ever considered of trying to be ported to PS2? Edited August 30, 2020 by Eurisko 0 Quote Share this post Link to post
Redneckerz Posted August 30, 2020 1 hour ago, Eurisko said: It is quite amazing that the Playstation 2 never got any Doom. Considering how dominant the console was back then You'd have thought it would be a safe bet. Was Doom 3 ever considered of trying to be ported to PS2? Doom 3 was only rumored. The Chronicles of Riddick: Escape From Butcher Bay, which has similar visuals, did have an in-development PlayStation 2 version, stencil shadows and all. It was however canned to focus on the OG Xbox version. I can't find however the specific site with the developer commentary stating how impressive it looked. Having said that, PS2 could do Doom 3 esque visuals - Stolen has stencil shadows, and the canceled Deadlight shows what the PlayStation 2 could do: 2 Quote Share this post Link to post
Eurisko Posted August 30, 2020 (edited) 10 minutes ago, Redneckerz said: Doom 3 was only rumored. The Chronicles of Riddick: Escape From Butcher Bay, which has similar visuals, did have an in-development PlayStation 2 version, stencil shadows and all. It was however canned to focus on the OG Xbox version. I can't find however the specific site with the developer commentary stating how impressive it looked. Having said that, PS2 could do Doom 3 esque visuals - Stolen has stencil shadows, and the canceled Deadlight shows what the PlayStation 2 could do: That's some impressive visuals for PS2. I've always presumed that the PS2 never got a port and The Xbox did was because Xbox ran on DirectX- hence the name. Also coupled with the fact that the Xbox utilised an internal HD and the PS2 did not. Edited August 30, 2020 by Eurisko 0 Quote Share this post Link to post
Redneckerz Posted August 30, 2020 1 hour ago, Eurisko said: That's some impressive visuals for PS2. I've always presumed that the PS2 never got a port and The Xbox did was because Xbox ran on DirectX- hence the name. I mean it is easier to pull these effects on Xbox since it supports pixel/vertex shaders. On GameCube, you would have to go the fixed function route through the TEV (Texture Environment Unit). This is comparable to the NSR (Nvidia Shading Rasterizer) or ATI's Pixel Tapestry as featured on Geforce 2/Radeon 7000. The additional cost of fixed function effects like that is (usually) a full render pass. This is why Doom 3 supported a pre-shader cared like Geforce 4 MX/Geforce 2 at launch. Not just because that GPU was still popular back then, but because Carmack and his team were able to achieve most of Doom 3's visuals through a fixed function renderpath, at the cost of doing a full render pass each frame. By comparison, The Wii GPU was very similar to Gamecube's, and whilst TEV shaders can be quite powerful and able to recreate most actual shader-based effects, this design methodology was positively ancient by the time the Wii released. Everyone was doing shaders, and Microsoft was doing unified shaders already even. As for the PS2, a lot of this magic comes from the Vector Units - Particularly VU0. I recall a dev blog by the Stolen developer that described how they did these stencil shadows through VU0. Again, a pretty powerful unit - But Vector units for rendering were even a rather alternative approach to rendering that would soon be obsolete. Still, it highlights that PS2 definitely had a bunch of tricks up its sleeve - But it requires a rather intimate understanding of the hardware. Useless trivia: This Deadlight game was also planned to come to PSP. Imagine Doom 3 like visuals on a handheld around 2006-2007. 1 Quote Share this post Link to post
famicommander Posted September 2, 2020 PS2 really isn't that powerful of a machine. It's like a half-step between Dreamcast and Gamecube, with Xbox standing above the others. They could've ported it but sacrifices would've been necessary and that might have undermined their marketing push of Doom 3 being cutting-edge from a technical standpoint. 0 Quote Share this post Link to post
Redneckerz Posted September 3, 2020 18 hours ago, famicommander said: PS2 really isn't that powerful of a machine. It's like a half-step between Dreamcast and Gamecube, with Xbox standing above the others. They could've ported it but sacrifices would've been necessary and that might have undermined their marketing push of Doom 3 being cutting-edge from a technical standpoint. I mean souped up PS2 hardware was used to render interactive versions of Antz and Final Fantasy Within (as the GSCube). PS2 is just very well with bandwidth and texturing, but effects wise its a unusual arch. 0 Quote Share this post Link to post
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