It was like console gaming, except generally less smooth until you got to the early-to-mid 1990s, thanks to how IBM's graphics modes worked. Single-screen could be smooth, but scrolling the entire screen was generally too costly to do quickly, until processing speeds got high enough that it was possible to brute-force. Some exceptions existed - John Carmack found a way to do it with EGA that led to
Commander Keen being a thing - but generally, you had static screens (like adventure gamess with giant UIs taking up most of the screen and only a paltry amount for a non-interactive illustration of what you were looking at), single screens that abruptly changed when you reached the edges (e.g.:
Prince of Persia), or games that scrolled but did so at low framerates and tended to do it in noticeably discrete steps (most of Apogee's pre-
Keen library - hell, even some of their
post-
Keen library - where the game ran at around 16FPS and your character moved 8 pixels at a time, like
Duke Nukem [1],
Cosmo's Cosmic Adventure or
Word Rescue).
Likewise, you had a lot of variation in graphics modes; the earliest was CGA, which only supported four colors from a palette of 16, generally being one of three stock palettes (the first being black, fuchsia, cyan and white; the second black, red, green and yellow; the third, rarer one being black, red, cyan and white), in both low- and high-intensity modes (how bright the colors were, essentially). Technically it supported a full 16 if you ran it over composite, though support for this grew extremely spotty once better graphics options came about (as the graphics cards supporting better video modes tended to not include a composite output, so that whole quirk became obscure knowledge). EGA supported the full 16 colors at once, and added a high-resolution mode that let you change the palette to any 16 from 64 (though use of this 640x350 mode wasn't extraordinarily common). VGA jumped all the way to a full 256 colors that could all be redefined as needed, and its introduction is around where PC gaming
really got on-par with console gaming of the time; in fact, properly utilizing its quirks, you could make games
superior to console games of the time (as the PC version of
Doom was basically untouched by any contemporary port of it, though the PS1 port is probably the closest).
But really, it was just another thing I played games on. I didn't do too much console trickery; I tended to play DOS games right from Windows, only rebooting into pure DOS if the game
really required me to. Likewise, I did a lot of Windows gaming, in the mid-90s, since I lived in England and only had NTSC-U consoles, while region lock-outs were a thing; that said, it's generally comparable to Windows gaming of today, but with less standardization.
Oh, and nobody minded the low resolutions all
that much; while the higher resolutions were clearly better and sharper, one benefit of the CRT monitors we all used is that any resolution you threw at it looked nice and sharp. Modern computers tend to blur the shit out of these things, due to the nature of LCDs. CRTs are pretty cool, if super-cumbersome (hence why we moved on from them); worth a look if you still have any hardware that supports one.
doom doesn't count as a pc game since it was ported from n64