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The Evil Unleashed (Map 04) - GZDoom 4.0. I also use the classic (original) HUD too as sometimes people make special ones for their WADS and i'm just used to it as well.Įpic (Map 02) - GZDoom 4.0.0 - OpenGL Rendering (w/Brightmaps/Dynamic Lights ON) Rendering Interpolation is also on so it's technically capped at 60fps.
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I have to keep V-Sync on but i don't experience any lag in GZDoom (thankfully). DHEWM3 is a Doom 3 GPL source port, and his goal is to bring DOOM 3 with the help of SDL to all suitable platforms. When switching to fullscreen, I'd guess the closest valid resolution would be chosen, as I believe that's what it does alread if an invalid width and/or height is specified. It features completely custom levels along with its own soundtrack. I don't use any texture filtering or AA or anything of that sort either. Basically, this would allow you to set the width and height via INI or console (and probably the Video Mode menu), causing the window to be displayed in that resolution. With that, I would recommend Doom 3 as a great game to jump in the series with. In OpenGL, i set the Sector Light Mode to Software as i tend to like that one the best. My monitor isn't that big compared to most monitors nowadays (21.5") and i only have 1 so i'd rather keep it in fullscreen and at 1920x1080 if possible.įor software rendering i keep the dynamic lights off in GZDoom but in OpenGL i keep them on (i don't think Doom had dynamic lighting). If i use Crispy or Chocolate Doom (which i haven't been lately) i don't mind using a 4:3 aspect ratio.
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#DOOM 3 CUSTOM RESOLUTION MOD#
or whatever mod you wish to run with custom screensize. Same thing as above too, with aspect ratio correction. Discussion in Games, Gaming & Game-demos started by deathvirus, Aug 17, 2005. I dont know if you resolve this problem, but if you want any resolution on DOOM 3 you have to do this: at console type this: rmode -1 rcustomWidth 640 rcustomHeight 480. With GZDoom and PrBoom+/GLBoom+ i'll just use 1080p, regular software rendering (unless a mod or map needs OpenGL features then i'll use OpenGL mode).
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