...Or you can just use Doomsday and render the games in native display resolution without any rescaling.
I just checked, and it has your typical improper scaling of the game sprites. They don't even have the default FOV set correctly if you output 16:9 (which it does by default).
Wouldn't it be best to scale it up without filtering to 4x, then you have a 1280x800 resolution. Crop 40 pixels from the bottom and top to get to a 1280x720 16:9 aspect, then rerender the UI on top without stretching (add more pixels on the left and right side to complete the bar)?
That only works to fill the display if you don't care about the aspect ratio.
Yea I was just reading up on that. That makes things a lot more complicated. Seems like half of the graphics (UI) also was made for 4:3 stretching and some of it (like the enemies) are not. Wow.
It was a non-issue on CRTs, since they didn't have to rescale the image like modern fixed-pixel displays do. They just drew it to fit the display (which was 4:3).
I already argued against "we just felt like replacing all the sounds" on the basis of being a pointless effort. My argument was for "we improved the game to make it a better experience", which is entirely plausible, as happens all the time these days with remakes and remasters.
You're going to have to accept that PSX DOOM is a different game from
DOOM and not what the majority of people played.
Perhaps it wouldn't be difficult to port over the audio changes, but the lighting/engine changes are not going to be trivial since it's a unique version of the game rather than the
DOOM everyone knows and loves.
That's not to say it shouldn't be brought to a modern
DOOM collection, but I certainly wouldn't expect that to be the default anywhere.
Also, most changes included in "remasters" of games these days are considered to be worse than the original release - as was the case with PSX DOOM.