
But I am saying that keyboard only is objectively inferior to using keyboard and mouse. I'm not telling you this in an attempt to make it seem like you're playing wrong, I actually don't care how you play. Several source ports in the past have had features built in which try to bring "keyboarders" closer to "mousers", like for example "flip 180°" (which GZDoom has, for that matter), but those are still crutches instead of a real leg. It does not matter that doom aims up and down automatically, not using a mouse still means your aim is less accurate, you're also not "on target" as quickly as you could be, and your movement is less accurate than it otherwise would be. Playing without a mouse is plain and simple not as good as playing with one. Most of the mapsets you will found out there are created with this in mind. This way you will experience Doom in GZDoom as it, somewhat, was back in 1993.

You can also try playing without freelook and with autoaim.
GZDOOM CHANGE DIFFICULTY SOFTWARE
You, play on Nightmare, can try changing GZDoom screen options to 640x480, the nearest GZDoom can go to original resolution without using software mode, and try for yourself what differences you feel.Īside from that, resolution: width & lenght of the image displayed on screen, doesn't affect gameplay at all. The change between ports is somewhat annoying, but it last just a few minutes. But going the other way, the movement feels faster and doomguy seems to stop short when I wasn't expecting it.Īnd finally, GZDoom nerfs the screen effects for when you get hurt a lot or pick up a bunch of items, making it easier to see in those situations :Pįrom my experience, what is stated above is the only difference. If I go back to vanilla style after a lot of advanced port playing, the movement feels heavier and it's like doomguy can get away from me more, sliding all around. I put the "easier" in quotes above because when I switch between choco and gzdoom, it takes a little adjustment both ways. Even with no input lag or cap of any kind, your effective input speed is basically the same as the FPS on your screen, and you can only surpass that by inputting commands that you know are correct ahead of time.

Plus, I suppose the input could also be limited to that frequency anyway, but I don't really know about that.
GZDOOM CHANGE DIFFICULTY UPDATE
If you update the screen twice as fast, the player can now react to the game or see the results of their input in between what used to be the only available frames. My guess is that this is because of the fact that you can only react to what you see on the screen. It's "easier" to control your character and do precise movements. Isn't it because distance is calculated using taxicab geometry in the original game, meaning diagonals are shorter than you would expect?Īlso, I feel that the frame rate difference changes a lot. GZDoom makes it easier to punch anything as far as I remember.
