![]() ![]() For example, flat panel high-definition monitors are now the default, and virtually all have a physical aspect ratio of 16:9 or 16:10. Support for Mode 13h, and especially for undocumented VGA tweaks like those used by Doom, has dropped to near non-existence in modern video hardware and operating systems. Various problems arise for source ports in the area of supporting Doom's natural 4:3 aspect ratio. The cyberdemon sprite shows that its proportions with aspect ratio correction match its physical model closely, while it looks squashed with square pixels. ![]() When Doom's graphics are displayed inside a square-pixel, 4:3 screen mode (640x480 or 800圆00, for example), they will appear "squashed" relative to how they appear in the game.īecause screenshots only capture the logical frame buffer contents and are not affected by the VGA rasterization process, they will similarly appear flattened (in the 16:10 logical ratio) when viewed inside a square-pixel screen mode. Doom's artists ( Adrian Carmack and Kevin Cloud) used Deluxe Paint II for DOS to produce the artwork for the game, which would have used the same 320x200 video mode as the game itself. Similarly, the shape of the status bar face better matches the dimensions of a real human face. Most of the Doom in-game graphics appear to have been specifically designed for the 320x200 resolution as stretched to a 4:3 physical aspect ratio for example, the appearance of the title screen better matches the Doom box art when using the rectangular pixels unique to this hardware video mode. The image on the left is corrected the one on the right is not. ![]()
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