Thread #12424083
File: TR 24-bit rendering texture filter comparison.png (396.2 KB)
396.2 KB PNG
Which do you prefer?
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>>12424102
It kinda does look better though. I toggled the texture filter on just as a joke thinking it would look like ass, but to my surprise the statue faces and figures on the wall were a lot clearer when it's blurred. Ironic indeed.
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>>12424107
Textures in the second one are clear enough you can easily tell the one on the left, depicting a basrelief, was incorrectly rendered upside-down, instead of being mirrored. Textures in the top pic are just a bunch of pixellated squiggles.
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>>12424124
It’s understandable if someone turns it off in Doom, but lately I’ve seen zoomers disabling it even in games that were never played without bilinear filtering before, probably not even by the developers themselves.
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>*Everyone* played it like that! Because you see, I used to know every player of this particular in the world!
>In fact I've personally been to the developer's office and they all played it like that and only like that too!!
>That means they liked it too and that this is a good thing!
Those threads attempting to validate one's preference are always so pathetic
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>>12424140
Doom and Quake 1 for sure you disable it. Quake 2 is up to you. OP I think looks better with filtering. You also have to take into account that you'd be seeing those games in low resolution on a CRT back then.
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Depends on if the game touts texture filtering or automatically has it included. Someone above mention Quake 1 and 2, where 1 is not meant for texture filtering but 2 is 100% meant for GPU-powered texture-filtered and colored-lighting gameplay.
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>>12424481
GLQuake couldn't even handle the dynamic lighting that software Quake used extensively, forcing it to be turned off and replaced with ugly orange textures surrounding everything that used to cast light onto the environment. So this line of argument really makes no sense if the point is honoring the intention of the devs and artists.
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>>12424481
GLQuake was a tech demo born out of Carmack's desire to learn Direct3D which he abandoned as absolute unusable trash and built it on OpenGL instead. Lamenting that the only card that would run it was an uber expensive workstation thing. The GLQuake we played was the miniGL version based on whatever featureset your graphics card could cobble together to emulate enough of opengl to run. Other ports of quake to 3d accelerators used proprietary features to maintain some of the software quake's rendering like the underwater wavey rendering. At no time was QLquake referred to as some kind of reference standard to how the engine should have been.
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>>12424140
bilinear filtering objectively looks like shit. Back when I used to play games. I would patch the games to force linear filtering. Obviously not something you can really do anymore, but with directx9 it was a simple matter.
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>>12424124
>>12424185
>hated the 3DFX bilinear filtering look
it speeded up 3D graphix very well it seems. otherwise i think some games looked much better in software rendering with low FPS, like Mechwarrior 2.