IconOfRetard94 Posted October 2, 2021 If you guys check "Deimos anomaly" from PSX Doom, the inverted cross on the red wall in the beggining are more wider than the PC version. Here a comparation: PC VERSION PSX DOOM Did you get it? The hollow sector of the cross have more space "in theory", but feels just as tight as when tight as on PC. Why happens this? 0 Quote Share this post Link to post
omx32x Posted October 2, 2021 i might be getting it mixed up with another fps port but i remember hearing that the player was wider on the console ports 0 Quote Share this post Link to post
IconOfRetard94 Posted October 2, 2021 On 10/2/2021 at 12:30 AM, omalefico32x said: Puede que lo esté confundiendo con otro puerto fps, pero recuerdo haber oído que el reproductor era más ancho en los puertos de la consola. Expand I verified this level on 32x version (basically similar to Jaguar) and the sector looks like the PC version, not the PSX 0 Quote Share this post Link to post
EANB Posted October 2, 2021 This change dates back to the Jaguar version (but was reverted in the 32x version, oddly). It's possible because navigation is more difficult with a controller they widened some tight spaces to reduce frustration. 1 Quote Share this post Link to post
Morpheus666 Posted October 2, 2021 Could be because the PS1 had a different Rendering system compared to a PC of the time's rendering. 0 Quote Share this post Link to post
Wavy Posted October 2, 2021 (edited) According to the PsyDoom video config: Quote PSX Doom (NTSC) originally rendered to a 256x240 framebuffer but stretched that to approximately 292x240 (in square pixel terms, or 320x240 in CRT non-square pixels) on output; this made the game feel much flatter and more compressed than the PC original. Expand Edited October 2, 2021 by Wavy 1 Quote Share this post Link to post
vanilla_d00m Posted October 2, 2021 The PC version is vanilla, the PSX DOOM is a port for playstation. 0 Quote Share this post Link to post
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