VOGONS


Reply 1260 of 1275, by theelf

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ViTi95 wrote on 2026-04-19, 22:16:

I'll take a look, I'm sure I introduced a bug when I made changes to how the executable's texts are stored 😅

Hi!! how are you? do you think is possible to keep sprites in high resolution while use low mode?

Reply 1261 of 1275, by ViTi95

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Hi! It's definitely possible to have different detail levels for sprites and world rendering, but it all comes down to having spare time to develop it, which sadly I don't have right now. Also, keep in mind that some walls are actually rendered as sprites, so this might cause some unexpected behavior.

https://www.youtube.com/@viti95

Reply 1262 of 1275, by ViTi95

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New release, FastDoom 1.3.0

Changelog:

- Improved frame interpolation in uncapped framerate modes for smoother rendering
- Fixed frame skipping in uncapped framerate modes when FPS drops below 35
- Added integer scaling support (up to 5×) for backbuffered VESA modes, enabling any VESA resolution in FastDoom

https://github.com/viti95/FastDoom/releases/d … tDoom_1.3.0.zip

https://www.youtube.com/@viti95

Reply 1263 of 1275, by AncapDude

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"Removed network gaming support" 😥

Reply 1264 of 1275, by schlang

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maybe performance related?

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Reply 1265 of 1275, by appiah4

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schlang wrote on 2026-09-14, 16:37:

maybe performance related?

I believe the doom netcode basically relies on the 25fps cap, I can see how that would cause issues with fastdoom..

Reply 1266 of 1275, by rasz_pl

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appiah4 wrote on 2026-09-15, 06:11:
schlang wrote on 2026-09-14, 16:37:

maybe performance related?

I believe the doom netcode basically relies on the 25fps cap, I can see how that would cause issues with fastdoom..

35 fps cap?
afaik other doom ports interpolate for higher framerates

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Reply 1267 of 1275, by leileilol

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AncapDude wrote on 2026-09-07, 02:39:

"Removed network gaming support" 😥

good tbh, would be a cheater's engine if it still had it given the texture/flat/lighting removal options available.

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Reply 1268 of 1275, by appiah4

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rasz_pl wrote on 2026-09-15, 22:26:
appiah4 wrote on 2026-09-15, 06:11:
schlang wrote on 2026-09-14, 16:37:

maybe performance related?

I believe the doom netcode basically relies on the 25fps cap, I can see how that would cause issues with fastdoom..

35 fps cap?
afaik other doom ports interpolate for higher framerates

35, yes, sorry.

Reply 1269 of 1275, by matze79

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What about FastHeretic ? 😀

Reply 1270 of 1275, by y2k se

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Last night, while playing with the CPU renderer options, I noticed an issue in the upper-left when I select Pentium MMX. The first several pixels are black, then there is a very bright pixel, before showing normal. There is also a noticeable change in floor textures on the right-half of the screen. System is a Pentium 233 MMX and a Sierra Screamin' 3D video card and I am using the FDOOMVBR exectuable. I didn't notice this behavior on my P3 w/ Ti 4200, though that system hard-locks when I exit any of the executables.

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Reply 1271 of 1275, by 7F20

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y2k se wrote on 2026-10-10, 13:51:

System is a Pentium 233 MMX and a Sierra Screamin' 3D video card and I am using the FDOOMVBR exectuable.

IIRC, the Rendition cards are notoriously buggy with just about everything, so I could see how that would just be a problem on its own. Seem to remember that Doom would just straight-up refuse to run Doom correctly on them, but maybe that's been patched idk.

Reply 1272 of 1275, by y2k se

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7F20 wrote on 2026-10-14, 04:55:

IIRC, the Rendition cards are notoriously buggy with just about everything, so I could see how that would just be a problem on its own. Seem to remember that Doom would just straight-up refuse to run Doom correctly on them, but maybe that's been patched idk.

Original DOOM ran, just with poor performance compared to other video cards.

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Reply 1273 of 1275, by ViTi95

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7F20 wrote on 2026-10-14, 04:55:
y2k se wrote on 2026-10-10, 13:51:

System is a Pentium 233 MMX and a Sierra Screamin' 3D video card and I am using the FDOOMVBR exectuable.

IIRC, the Rendition cards are notoriously buggy with just about everything, so I could see how that would just be a problem on its own. Seem to remember that Doom would just straight-up refuse to run Doom correctly on them, but maybe that's been patched idk.

I've never seen this bug before, it's really weird. Since FDOOMVBR renders the scene to a backbuffer in RAM and then copies it to VRAM, the issue must be happening during the backbuffer to VRAM copy. I haven't run into this problem on my Rendition Verite V2200, though to be fair I haven't tested the MMX codepath on that card yet. Can you try FDOOMVBD and FDOOM13H to see if this happens with either of those modes?

https://www.youtube.com/@viti95

Reply 1274 of 1275, by y2k se

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ViTi95 wrote on 2026-10-14, 12:17:
7F20 wrote on 2026-10-14, 04:55:
y2k se wrote on 2026-10-10, 13:51:

System is a Pentium 233 MMX and a Sierra Screamin' 3D video card and I am using the FDOOMVBR exectuable.

IIRC, the Rendition cards are notoriously buggy with just about everything, so I could see how that would just be a problem on its own. Seem to remember that Doom would just straight-up refuse to run Doom correctly on them, but maybe that's been patched idk.

I've never seen this bug before, it's really weird. Since FDOOMVBR renders the scene to a backbuffer in RAM and then copies it to VRAM, the issue must be happening during the backbuffer to VRAM copy. I haven't run into this problem on my Rendition Verite V2200, though to be fair I haven't tested the MMX codepath on that card yet. Can you try FDOOMVBD and FDOOM13H to see if this happens with either of those modes?

Now I can't reproduce it. Maybe one confounding factor is I am using renutil to force a higher refresh rate for my CRT. I'm using renutil 4 1 to get 640x480 @ 85 Hz. But I would disregard since I apparently don't have reproducible steps.

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Reply 1275 of 1275, by BinaryDemon

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I was betting ViTi95 had left in some debug indicators that most people probably wouldn’t notice. Guess it’s not that.