Difference between revisions of "Doom 64 EX"
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Revision as of 23:45, 12 November 2021
This page is for the fan-made port from 2008. For the official port from 2020, see Doom 64.
Developers | |
---|---|
Original game | Midway Games |
Windows | Samuel "Kaiser" Villarreal |
macOS (OS X) | Samuel "Kaiser" Villarreal |
Engines | |
Kex Engine | |
Release dates | |
Windows | July 10, 2008[1] |
macOS (OS X) | February 9, 2014[2] |
Linux | TBA |
Taxonomy | |
Microtransactions | None |
Modes | Singleplayer |
Perspectives | First-person |
Controls | Direct control |
Genres | Action, Shooter |
Themes | Horror, Sci-fi |
Series | Doom |
⤏ Go to series page | |
Doom (1993) | 1993 |
Doom II: Hell on Earth | 1994 |
Final Doom | 1996 |
DRL (unofficial game) | 2002 |
Doom 3 | 2004 |
Doom 64 EX (unofficial port) | 2008 |
Doom 3: BFG Edition | 2012 |
Doom (2016) | 2016 |
Doom VFR | 2017 |
MiniDoom 2 (unofficial game) | 2018 |
Doom I Enhanced | 2020 |
Doom II Enhanced | 2020 |
Doom Eternal | 2020 |
Doom 64 | 2020 |
Doom + Doom II | 2024 |
Doom: The Dark Ages | 2025 |
Key points
- Although this fan-made port is available for free, it requires data from the original Doom 64 ROM cartridge for Nintendo 64 or the official Doom 64 port in order to work.
- Great port that includes widescreen support, higher frame-rate, mouse look, and controller support.
- Users of Windows 10 v1709 and newer needs updated SDL DLL files to restore mouse aiming.
General information
Availability
Source | DRM | Notes | Keys | OS |
---|---|---|---|---|
Official website |
- Must be compiled manually to run on Linux. See the GitHub page for more information.
Game data
Configuration file(s) location
System | Location |
---|---|
Windows | <path-to-game>\config.cfg[Note 1] |
macOS (OS X) | |
Linux |
- It's unknown whether this game follows the XDG Base Directory Specification on Linux. Please fill in this information.
Save game data location
System | Location |
---|---|
Windows | <path-to-game>\doomsav*.dsg[Note 1] |
macOS (OS X) | |
Linux |
Video
Graphics feature | State | Notes | |
---|---|---|---|
Widescreen resolution | |||
Multi-monitor | |||
Ultra-widescreen | See Ultra-widescreen. | ||
4K Ultra HD | |||
Field of view (FOV) | See Field of view (FOV). | ||
Windowed | |||
Borderless fullscreen windowed | Use Borderless Gaming.[3] | ||
Anisotropic filtering (AF) | On/Off toggle. Amount unknown. Includes option to disable blurry bilinear texture filtering.[Note 2] |
||
Anti-aliasing (AA) | Force in GPU control panel. On Nvidia cards, forced Transparency SGSSAA is blurry on oblique angles. Use Nvidia Profile Inspector to force 8xS , 8xSQ , 16xS , or 32xS HSAA (Hybrid Sampled Antialiasing) in Antialiasing - Setting instead, leaving transparency supersampling disabled.[6] |
||
Vertical sync (Vsync) | |||
60 FPS | Set Framerate to Smooth under the Setup screen in the Options menu. |
||
120+ FPS | Duplicated frames from 60 FPS.[7] | ||
High dynamic range display (HDR) | See the glossary page for potential alternatives. |
Ultra-widescreen
Instructions[citation needed] |
---|
Notes
|
Field of view (FOV)
Instructions[citation needed] |
---|
|
Input
Keyboard and mouse | State | Notes |
---|---|---|
Remapping | ||
Mouse acceleration | ||
Mouse sensitivity | ||
Mouse input in menus | ||
Mouse Y-axis inversion | ||
Controller | ||
Controller support | ||
Full controller support | ||
Controller remapping | Analog sticks cannot be remapped. | |
Controller sensitivity | ||
Controller Y-axis inversion |
Controller types |
---|
XInput-compatible controllers |
---|
PlayStation controllers |
---|
Generic/other controllers |
---|
Additional information | ||
---|---|---|
Button prompts | ||
Controller hotplugging | ||
Haptic feedback | ||
Digital movement supported | ||
Simultaneous controller+KB/M |
Audio
Audio feature | State | Notes |
---|---|---|
Separate volume controls | Sound, Music and Gain Output | |
Surround sound | Uses stereo output with some 3D spatial effects. | |
Subtitles | ||
Closed captions | ||
Mute on focus lost |
Localizations
Language | UI | Audio | Sub | Notes |
---|---|---|---|---|
English |
Issues unresolved
Mouse aiming not working on Windows 10
- Mouse aiming is broken in versions of Windows 10 from v1709, the Fall Creators Update released in October 2017, and onward.
Use a newer version of the SDL DLL files[8] |
---|
|
Other information
API
Technical specs | Supported | Notes |
---|---|---|
OpenGL | 1.2 |
Executable | 32-bit | 64-bit | Notes |
---|---|---|---|
Windows | |||
macOS (OS X) | |||
Linux |
Middleware
Middleware | Notes | |
---|---|---|
Audio | FluidSynth | for MIDI playback |
Input | SDL | 1.2 |
System requirements
Windows | ||
---|---|---|
Minimum | ||
Operating system (OS) | 98, 2000, XP, Vista | |
Processor (CPU) | 600 MHz | |
System memory (RAM) | 64 MB | |
Hard disk drive (HDD) | ||
Video card (GPU) | 32 MB of VRAM OpenGL 1.2 compatible |
Notes
- ↑ 1.0 1.1 When running this game without elevated privileges (Run as administrator option), write operations against a location below
%PROGRAMFILES%
,%PROGRAMDATA%
, or%WINDIR%
might be redirected to%LOCALAPPDATA%\VirtualStore
on Windows Vista and later (more details). - ↑ In-game “linear” texture filtering uses 4-point bilinear filtering, rather than the 3-point bilinear filtering used on the Nintendo 64.[4] This results in more increased texture aliasing.[5]
References
- ↑ Doom64 EX - The Doom Wiki at DoomWiki.org
- ↑ Doom64 EX 2.4 Mac OS Version Available - Doom64 EX - last accessed on August 28, 2016
- ↑ Verified by User:AmethystViper on December 10, 2017
- ↑ Doom 64 EX looks a lot better pixelated. - Doom General - Doomworld
"I don't think the original filtering applied from the N64 matches the bilinear which the port uses, I feel the pc bilinear is making it look worse than the N64's own filtering." - ↑ Filthy Pants: A Computer Blog: N64 3-Point Texture Filtering in mupen64plus-libretro
- ↑ Verified by User:SirYodaJedi on 2019-08-12
- The blurring is quite noticeable. I have not noticed any issues yet caused by the LOD bias adjustment that Nvidia HSAA (and D3D Supersampling) force.
Comparison screenshots: https://imgur.com/a/5OG2ys5
- The blurring is quite noticeable. I have not noticed any issues yet caused by the LOD bias adjustment that Nvidia HSAA (and D3D Supersampling) force.
- ↑ Verified by User:ZellSF on 2020-04-03
- Framerate counters say 120 FPS, but I'm not seeing them (even in frame-by-frame analysis of a capture
- ↑ Verified by User:Aemony on 2020-04-27