this runs on an 8088 cpu, an 8 bit system. Doom was made for a 32 bit system with up to 10x the mHz-clocking. The performance difference is almost x 1/50.
3 FPS would have been considered quite playable back then, particularly if they'd cleaned up some of the textures for that resolution. I would have loved it.
@@bartk341 Oh, I know that. I'm from that generation. I just can't do low frame rates anymore after being spoiled with new tech. It doesn't make this any less impressive.
@@powerdude_dk I mean... there were over-1MB extended RAM boards for the system you could buy at the time, if you had a need and were rich enough. I don't know what other modifications you'd need. Obviously the processor speed hasn't been boosted and this screenmode would work happily without snow on an original CGA. And we can assume it's running off a regular 10MB hard drive such as what came with many specs of the XT, because Doom is small enough to fit into that alongside a basic DOS install (just about) and the loading time is terrible enough to fit with an old MFM drive. (Besides people have made Doom clones that run on 1MB machines of other platforms, not sure about the PC, but as it's "Doom8088" they might have found a way to crunch it down sufficiently. A lot of the game's memory demand is for graphics assets after all, so if they're downrezzed and reduced in colour, they'll use less space, and there's no need for sampled sounds or even MIDI/FM tracker files)
Doom and Doom Eternal on switch weren't that bad, but considering how bad switch ports of games can be, it will 100 percent look like that if they aren't making an optimal version (hint: they won't)
@@Bond101_Studios Most Devs dont even optimize PC Games. They just make the game and leave it as is. It really shouldn't be surprising that the Switch looks bad. If the DS or 3DS could use generic game engines like how the Switch can use Unity. The same results would take place.
@@awii.neocities no unity games . i do have bad experince with unity games optimizitation on pc apart of postal braindamaged which runs on swith well too
Kind of demonstrative of how computing heavy computer games are in the end. Even a single second consists of thousands upon thousands of cpu operations, even for a game such as good ol' Doom.
I think a lot of the biggest delays were loading in assets. If it could've loaded in ahead of time, the frame rate would've been more consistent, but then that initial loading would've been even longer. It probably allows to swap out assets from the very limited memory, though.
I had plans to create special versions of Catacomb 3D and Wolfenstein 3D running in 160x100 16 color CGA and Tandy 1000 modes, but Doom is just more fun to play.
"Doom, but you're playing as Velma Dinkley and she just lost her glasses. Again." As viewed by Shaggy after one Scooby Snack too many, hence the blistering single-digit FPS! Well, I guess I'll never complain about Sonic '06 or Super Smash Bros. Brawl's load times ever again after seeing how long it took you just to get off the starting screen. Watch in 144p and .25× speed for the optimum experience! D:
One guy managed to run Quake on Gameboy, but to achieve that , he needed to create his own engine for the console. Guess here it's needed too to run in more fluently. Needless to say, it's still impressive to see it run on this gear. Cheers!
Wow, thanks for the port ) I created several img images to run on an ibm pc xt j2me for Nokia where there is only one java, 234mhz processor and 2MB of RAM) It was something. I'm still in the testing process. Texmod is working, but the other version gives out green and blue stripes. I think it's because I have VGA/EGA adapters.
If we see this doom game in a 320x200 monitor at a distance, or if you put you mobile phone away from you while watching, that soup of pixels start to give you better estimation of walls, doors, items and enemies. Our brains complete the imperfections
the 1993 pc version needed 20-40 Ghz 32bit-single-core cpu performance. many had a cheaper slower 32bit cpu at the time, that could only run smoothly in a smaller resolution (no up-scaling) this version runs , no it CRAWLS, on an 8 bit cpu, somehow. that cpu is usually reserved for microcontrollers such as , elevators and traffic lights and basic security systems.
20-40 MHz, not GHz. And it’ll run on as low as a 386SX at 16MHz, but it’ll be a bit of a slideshow (not this bad!) The 8088 is a 16-bit CPU with an 8-bit data bus (for cost saving reasons), but that’s still half of what Doom expected on initial release, it needed a 32-bit 386.
Those pc speaker sounds, it's been a while since i've last heard them. I wonder if there's any potential for optimization (i can imagine taking down few bottom squares for smaller screen render), or if it's already at its limits
I'm plenty sure there is, people get the game working on Commodore 64 with REU at 5 fps, this 8088 machine is a CPU with twice the bus and five times the clock, I can't see how this could be the final product.
I hope so! That's part of what's so exciting about such an ambitious project- seeing it improve. It reminds me of an FPS game called Slaughter for the NES I've been following for the past 2 years and he's gotten it to run fast with just the NES' paltry a 1.79Mhz processor. I mean that's just crazy. Same here if it got in the realm of anything like 10-15FPS.
Hm this is a bit more watchable if you skim your mouse over the timeline, so the image is smaller and moves faster. But it's quite the proof of concept. What calibre of CPU might be needed to run in, say, 80x50 mode instead, with a slightly better framerate? Making the status bar a separate section of the screen using regular characters, but having the graphics above a custom CGA hack which doubles the rows but only uses the top 4 pixels of each character? As they're all dithers it wouldn't matter so much. Turbo XT (V20 or a higher MHz 8086)? 286? I'm sure I've had Wolfenstein running on a 286 before but I might have been imagining that... The trick 160x100 mode would be good too but that only works with solid colour, unless you could find some way to dynamically switch between half-blocks and full width dither blocks as needed for better resolution vs better colour. Also for even finer colour rendering ... give a little time over to rewriting the character part of the screen with either the 25% or 50% blocks as needed? (the 25% can also be 75% by swapping the attributes, and either of them serve as 100% by making both attribs the same, of course) Kind of interesting that there seems to be at least four different combinations that get used for producing a 50% grey here, too... light+dark grey, and red+cyan, with the order of foreground vs background not being set (hence the obvious seams between some characters). What leads to that happening, is it deliberate for some reason? It does seem to help with showing movement where the seam moves across an otherwise featureless floor, for example.
Man... that's wild you got it running on an OG 8088 (although emulated). Did you load the actual WAD file? Bet you had to trim it a lot because of memory constrains???
@@DookNookim it has 32kb of vram. you could make it monochrome or greyscale and use tiles to store asset and level data. The maximum rom size is 8mb. With correct bank switching, tiles that don't fit into ram can be loaded dynamically. One bank would contain tile data for the current stage. The second would contain The tilemap (layout) with precomputed rendering.
This would have been mind blowing in the 1600s
before Christ
Did you mean in 1960s?
Prehistoric times.
Performance measured in SPF (seconds per frame).
this runs on an 8088 cpu, an 8 bit system. Doom was made for a 32 bit system with up to 10x the mHz-clocking.
The performance difference is almost x 1/50.
nono... it was actually above 3 fps.
Just checked Wikipedia, this PC was released exactly 10 years before DooM was released. Up until mid 2000s the progress each year was insane.
at least there should be a character-based progress bar ( / - \ | ) to see if that thing is still loading, or just got frozen 20 minutes ago :)
All things considered, it's quite impressive it even runs at this framerate.
I’m impressed it runs at all.
@@1337Shockwav3 What is impressibe about it? It does not run at Doom Engine.
I enjoyed your powerpoint slideshow.
3 FPS would have been considered quite playable back then, particularly if they'd cleaned up some of the textures for that resolution. I would have loved it.
@@bartk341 Oh, I know that. I'm from that generation. I just can't do low frame rates anymore after being spoiled with new tech. It doesn't make this any less impressive.
1 frame per whenever
1 frame every 5-7 business days.
1 frame every sunday
"we'll release it when it's done"
1 frame per sometimes
1 frame every Halley Comet complete orbit
loading into the first level ends at 2:41
Thanks, I've added this timestamp to the description.
This is incredible! Insane how a 4.77MHz 16 bit CPU can run this now.
Increíble? Eso no sé puede jugar
Speak english putomayor
Yes very impressive, but heavily modified and a shitton of extended memory. So wouldn't be feasable back then. Still an awesome project.
@@powerdude_dk I mean... there were over-1MB extended RAM boards for the system you could buy at the time, if you had a need and were rich enough. I don't know what other modifications you'd need. Obviously the processor speed hasn't been boosted and this screenmode would work happily without snow on an original CGA. And we can assume it's running off a regular 10MB hard drive such as what came with many specs of the XT, because Doom is small enough to fit into that alongside a basic DOS install (just about) and the loading time is terrible enough to fit with an old MFM drive.
(Besides people have made Doom clones that run on 1MB machines of other platforms, not sure about the PC, but as it's "Doom8088" they might have found a way to crunch it down sufficiently. A lot of the game's memory demand is for graphics assets after all, so if they're downrezzed and reduced in colour, they'll use less space, and there's no need for sampled sounds or even MIDI/FM tracker files)
Devs be like: We made an impossible port of Doom the dark ages to nintendo switch!
The port:
Doom and Doom Eternal on switch weren't that bad, but considering how bad switch ports of games can be, it will 100 percent look like that if they aren't making an optimal version (hint: they won't)
@@Bond101_Studios Most Devs dont even optimize PC Games. They just make the game and leave it as is. It really shouldn't be surprising that the Switch looks bad.
If the DS or 3DS could use generic game engines like how the Switch can use Unity. The same results would take place.
Just dont port it pls. At some point its just not worth it. Switch is too old
@@linhero797 The 3DS could use Unity (well, the New 3DS) and guess what
@@awii.neocities no unity games . i do have bad experince with unity games optimizitation on pc apart of postal braindamaged which runs on swith well too
Still a better framerate than the 3DO port.
Kind of demonstrative of how computing heavy computer games are in the end. Even a single second consists of thousands upon thousands of cpu operations, even for a game such as good ol' Doom.
I think a lot of the biggest delays were loading in assets. If it could've loaded in ahead of time, the frame rate would've been more consistent, but then that initial loading would've been even longer. It probably allows to swap out assets from the very limited memory, though.
Finally, a game I don't need to wear my glasses to play.
That glorious 40x25 resolution! 💥 🎉
"Can Dwarf Fortress run Doom?"
Catacomb 3D and Wolfenstein 3D is probably seething right now
I had plans to create special versions of Catacomb 3D and Wolfenstein 3D running in 160x100 16 color CGA and Tandy 1000 modes, but Doom is just more fun to play.
@@DookNookim Okay i understand
@@DookNookimis it at this pixel mess and rate of movement? 😂
@@stoomkracht ja
"Doom, but you're playing as Velma Dinkley and she just lost her glasses. Again." As viewed by Shaggy after one Scooby Snack too many, hence the blistering single-digit FPS!
Well, I guess I'll never complain about Sonic '06 or Super Smash Bros. Brawl's load times ever again after seeing how long it took you just to get off the starting screen. Watch in 144p and .25× speed for the optimum experience! D:
Impressive that you was able to navigate through the level like this.
You’ve got to love those load times 😅
One guy managed to run Quake on Gameboy, but to achieve that , he needed to create his own engine for the console. Guess here it's needed too to run in more fluently.
Needless to say, it's still impressive to see it run on this gear. Cheers!
I think you mean the Gameboy _Advance_ not the original Gameboy. Big difference. :P
Wow, thanks for the port )
I created several img images to run on an ibm pc xt j2me for Nokia where there is only one java, 234mhz processor and 2MB of RAM)
It was something.
I'm still in the testing process.
Texmod is working, but the other version gives out green and blue stripes.
I think it's because I have VGA/EGA adapters.
If we see this doom game in a 320x200 monitor at a distance, or if you put you mobile phone away from you while watching, that soup of pixels start to give you better estimation of walls, doors, items and enemies. Our brains complete the imperfections
crazy. I had a much clearer view on the mini thumbs at the seekbar 😀
runs better than most modern games
If you hover the video bar, you can see the whole level and play the game at a better framerate 💀
Turns Doom into Akalabeth
6:33 That's when I started chuckling
Much easier to understand whats going on if you look at the thumbnails on the position slider 😀 Still impressed though, considering!
I imagine that this would benefit immensely from an NEC V20 or V30, in terms of running speed!
You know what, if you unfocus your eyes a bit, it does actually look like Doom
ZZT DOOM
the 1993 pc version needed 20-40 Ghz 32bit-single-core cpu performance.
many had a cheaper slower 32bit cpu at the time, that could only run smoothly in a smaller resolution (no up-scaling)
this version runs , no it CRAWLS, on an 8 bit cpu, somehow. that cpu is usually reserved for microcontrollers such as , elevators and traffic lights and basic security systems.
20-40 MHz, not GHz. And it’ll run on as low as a 386SX at 16MHz, but it’ll be a bit of a slideshow (not this bad!)
The 8088 is a 16-bit CPU with an 8-bit data bus (for cost saving reasons), but that’s still half of what Doom expected on initial release, it needed a 32-bit 386.
Doom censonred edition
what next? running Doom on the MSX?
With this mhz I'm surprised that the letters in DOS showed up without delay
Excellent
Cue the “I don’t care about graphics I only care about gameplay” bros 🤣
...and here we have a picture of Marge waving...and another picture of Marge waving...and the car we bought in 1970...another of Marge waving...
Lol
Not sure "running" is the right word for this lol
Those pc speaker sounds, it's been a while since i've last heard them.
I wonder if there's any potential for optimization (i can imagine taking down few bottom squares for smaller screen render), or if it's already at its limits
I'm plenty sure there is, people get the game working on Commodore 64 with REU at 5 fps, this 8088 machine is a CPU with twice the bus and five times the clock, I can't see how this could be the final product.
I hope so! That's part of what's so exciting about such an ambitious project- seeing it improve.
It reminds me of an FPS game called Slaughter for the NES I've been following for the past 2 years and he's gotten it to run fast with just the NES' paltry a 1.79Mhz processor. I mean that's just crazy. Same here if it got in the realm of anything like 10-15FPS.
@@Kaleidio Is there a video of this Commodore 64 port here on UA-cam?
Hm this is a bit more watchable if you skim your mouse over the timeline, so the image is smaller and moves faster. But it's quite the proof of concept.
What calibre of CPU might be needed to run in, say, 80x50 mode instead, with a slightly better framerate? Making the status bar a separate section of the screen using regular characters, but having the graphics above a custom CGA hack which doubles the rows but only uses the top 4 pixels of each character? As they're all dithers it wouldn't matter so much. Turbo XT (V20 or a higher MHz 8086)? 286? I'm sure I've had Wolfenstein running on a 286 before but I might have been imagining that...
The trick 160x100 mode would be good too but that only works with solid colour, unless you could find some way to dynamically switch between half-blocks and full width dither blocks as needed for better resolution vs better colour.
Also for even finer colour rendering ... give a little time over to rewriting the character part of the screen with either the 25% or 50% blocks as needed? (the 25% can also be 75% by swapping the attributes, and either of them serve as 100% by making both attribs the same, of course)
Kind of interesting that there seems to be at least four different combinations that get used for producing a 50% grey here, too... light+dark grey, and red+cyan, with the order of foreground vs background not being set (hence the obvious seams between some characters). What leads to that happening, is it deliberate for some reason? It does seem to help with showing movement where the seam moves across an otherwise featureless floor, for example.
Using different color combinations to get 50% grey is a deliberate choice. It gives bit more variety.
That's looks like it's built in Minecraft lmao
Still better than the Eee PC
NOW THIS IS GAMING
I want speed run this game.
Rip & Tear Framerate & Graphics
4.77 MHz is 4,700,000 cpu cycles per second. Doesnt sound that slow now does it?
mega means millions
looks playable at 4x speed lol
is a highly pixelated Imp really called a Pimp?
if u can go up or go down its doom but if u cant its wolfenstein if u can go up go down walk up walk down its duke nukem!
Perhaps it could run faster with ASCII graphics
I doubt that shaving the few bits off moving from CP437 to base ASCII would have helped much.
Man... that's wild you got it running on an OG 8088 (although emulated).
Did you load the actual WAD file? Bet you had to trim it a lot because of memory constrains???
I'll go check out the github.
dude that's nuts! I just checked out your wad loader. you're a mad lad!
why is it censored?
And nowadays we having 16 core and RTX!!
What sense foes it make? Is there an explanation?
better than 3DO
Put it on 5x speed and squint and you can hardly tell it from the real deal
AAAAAAAAARRRRRRRGGGGGGHHHHHHHHH MY EYES! LOL
Who will speed run it?
3.6 FPS?
🤔
Not great, not terrible 😁
ЖЕСТЬ
More like Doom made using Mario Paint 😂
wow! this runs like shit
could it run on a gameboy color? gbc clock is 8.38mhz
I don't think the Game Boy Color has enough memory to hold the level data.
Someone should try to experiment with Faceball 2000 engine. Maybe with a short draw distance it could be.
@@DookNookim it has 32kb of vram. you could make it monochrome or greyscale and use tiles to store asset and level data. The maximum rom size is 8mb. With correct bank switching, tiles that don't fit into ram can be loaded dynamically. One bank would contain tile data for the current stage. The second would contain The tilemap (layout) with precomputed rendering.
@@blob5907 This port is based on doomhack's GBADoom port. It would be interesting if someone ports it from the Game Boy Advance to the Game Boy Color.
man
such a terrible frame rate, never play this on the actual ibm pc
unless you want to be waiting for hours to even do a single move
Like doom on Amiga
depite i like marty pc builds this is horible lol . wonder if wolfenstein fps would be bearable in this machine
I've tried WolfensteinCGA in MartyPC, but it hangs on the first screen, the hardware information screen.
looks like bullshit
Just cause you can doesn't mean you should
Doom at home