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I believe he meant the game engine itself: Those new levels were all designed using modern Doom engines, you can see even Romero is uzing gzdoom for screenshots
by fb03 8y ago
I believe he meant the game engine itself: Those new levels were all designed using modern Doom engines, you can see even Romero is uzing gzdoom for screenshots etc. So they usually have a lot more corners and polygons than the doom maps devised at the time the game went out for the first time. It'd probably struggle to render in software.
That's what I understood from it tho.
- mysterydip 8y agoFrom his "interview" under the announcement: Q: How did you create Sigil’s levels? A: I used the incredible Doom Builder 2 by Pascal vd Heiden (with support from several other authors). You can get it at http://doombuilder.com http://doombuilder.com
- jsd1982 8y agoIt's not a hardware VS software thing since modern ports of software renderers for DOOM are not very demanding and can easily get upwards of 1000fps (yes, thousand). It's more to do with assumed memory constraints of the original DOOM.EXE on DOS for PCs which placed constraints on renderer related resources available which in turn limited level complexity. With modern ports, those constraints have been loosened quite a bit and more complex levels can be made.