ClashmanTheThird Posted March 24, 2016 It looks terrible. Edit: Actually mean Texture Filtering, sorry, thought Antialiasing and Texture Filtering were the same thing. 0 Quote Share this post Link to post
Coraline Posted March 24, 2016 You mean antialiasing? Like texture filtering? Care to explain why it looks so bad? You know, to fill this discussion with a valid argument..? ^_^ 0 Quote Share this post Link to post
HavoX Posted March 24, 2016 It doesn't look good on sprites. 3D models, on the other hand... 0 Quote Share this post Link to post
Linguica Posted March 24, 2016 Do you mean texture filtering? Because I agree. 0 Quote Share this post Link to post
june gloom Posted March 24, 2016 Yeah I turn it off. Looks like mud otherwise. I always felt like the lower-res a given art asset is, the uglier it looks with filtering. I wonder if it's possible to turn it off in Half-Life? I haven't tried that in ages. [eta] Looks like gl_texturemode GL_NEAREST_MIPMAP_NEAREST is the solution, but haha jesus it looks even worse without! 0 Quote Share this post Link to post
Coraline Posted March 24, 2016 Linguica said:Do you mean texture filtering? Because I agree. Yep! Unless it's a fully 3D project (cough ;)), it will make sprites (especially DOOM and kin) look like dogshit. 0 Quote Share this post Link to post
RUSH Posted March 24, 2016 Texture filtering makes everything look like Doom without glasses on. All blurry and muddy and shitty and boring. Yuck! Never liked it. 0 Quote Share this post Link to post
Avoozl Posted March 24, 2016 Well the texture art wasn't made with it in mind so it's no wonder it looks like crap with it on. 0 Quote Share this post Link to post
AD_79 Posted March 24, 2016 I'm not a fan of texture filtering, personally. I prefer my chunky pixels :) 0 Quote Share this post Link to post
raymoohawk Posted March 24, 2016 graf zahl is the only non-brutal doomer that likes it 0 Quote Share this post Link to post
Li'l devil Posted March 24, 2016 I don't play with texture filtering, however I play with HQ resize mode on textures (bit not sprites), because it makes textures look smoother. But I prefer pixelated sprites. While I'm on it, also got a couple of questions: 1) What the hell antialiasing does? 2) And what the hell anisotrophic filtering does? 0 Quote Share this post Link to post
Doomkid Posted March 24, 2016 I found it pretty strange in the IGN video where they play doom with Romero that all the sprites and textures were intensely blurry and that the player's walking animation didn't play right. I think I read somewhere that he was the one who picked the source port and settings for that video, actually. It would be funny if John himself preferred a setting that the majority of players dislike! 0 Quote Share this post Link to post
june gloom Posted March 24, 2016 Anti-aliasing smooths out the "jaggies" in an image. This is particularly noticable in any line that isn't a straight horizontal or vertical line. It was a lot more important back in the old days. Anisotropic filtering helps textures in video games to be viewed in more detail when they are viewed from an extreme angle (for example floors when you're looking straight ahead.) 0 Quote Share this post Link to post
Li'l devil Posted March 24, 2016 Well, I just don't notice any difference between anisotropic filtering off and maximum anisotropic filtering in GZDoom.. I don't even know why Doom needs it in the first place. 0 Quote Share this post Link to post
VGA Posted March 24, 2016 ChekaAgent said:Well, I just don't notice any difference between anisotropic filtering off and maximum anisotropic filtering in GZDoom.. I don't even know why Doom needs it in the first place. In MAP01 go in the room with the pillars where the zombiemen are on top of. Turn to look at the entrance to the room while being near the pillars, there is a roof flat texture with white lights at the top of the entrance. Go to the menu and change the anisotropic filtering settings while looking at that texture. 0 Quote Share this post Link to post
Magnusblitz Posted March 24, 2016 Count me in the "hates texture filtering" camp. Just makes everything look blurry. I want to enjoy my good eyesight while it lasts, damnit! 0 Quote Share this post Link to post
SFoZ911 Posted March 24, 2016 dethtoll said:Anti-aliasing smooths out the "jaggies" in an image. This is particularly noticable in any line that isn't a straight horizontal or vertical line. It was a lot more important back in the old days. Anisotropic filtering helps textures in video games to be viewed in more detail when they are viewed from an extreme angle (for example floors when you're looking straight ahead.) Thanks for the explanation and the provided screenshots. 0 Quote Share this post Link to post
gemini09 Posted March 24, 2016 My preference is the OpenGL-look. 0 Quote Share this post Link to post
CreamCheese Posted March 24, 2016 dethtoll said:Yeah I turn it off. Looks like mud otherwise. I always felt like the lower-res a given art asset is, the uglier it looks with filtering. I wonder if it's possible to turn it off in Half-Life? I haven't tried that in ages. [eta] Looks like gl_texturemode GL_NEAREST_MIPMAP_NEAREST is the solution, but haha jesus it looks even worse without! 99% sure in software mode in HL its off 0 Quote Share this post Link to post
jazzmaster9 Posted March 24, 2016 I always set GZDoom to filter only the sprites and textures that are in the distance. I also turn of monster movement interpolation. 0 Quote Share this post Link to post
fraggle Posted March 24, 2016 gemini09 said:My preference is the OpenGL-look. You mean GL_LINEAR or GL_NEAREST? 0 Quote Share this post Link to post
Linguica Posted March 24, 2016 Here's an example of why anisotropic filtering is good to have in hardware Doom ports: Look at how the lights in the ceiling of the hallway have totally vanished into a blur. 0 Quote Share this post Link to post
vadrig4r Posted March 24, 2016 Texture filtering is the most repugnant evil of our time. 0 Quote Share this post Link to post
t3hPoundcake Posted March 24, 2016 Everyone in here seems confused. Antialiasing is what makes rough edges of geometry look smoother and less "stair-steppy". Has nothing to do with texture filtering - that's anisotropy. 0 Quote Share this post Link to post
fraggle Posted March 24, 2016 t3hPoundcake said:Everyone in here seems confused. Literally nobody here except the original poster here is confused. Read the thread. 0 Quote Share this post Link to post
roadworx Posted March 24, 2016 god, i hate the texture filters. they look atrocious in DOOM. 0 Quote Share this post Link to post
gemini09 Posted March 24, 2016 fraggle said:You mean GL_LINEAR or GL_NEAREST? No idea. 0 Quote Share this post Link to post
wheresthebeef Posted March 24, 2016 For Doom, I want every single pixel to have a hard edge, whether its a sprite or a texture. When they are smoothed out, it becomes blurry and less crisp, making everything a bit more muddy, and things pop less. 0 Quote Share this post Link to post
Urthar Posted March 24, 2016 At high resolutions I tend to use Ansiotropic X4 and Nearest Mipmap, otherwise I don't use any, though I am now tempted to try antialiasing at a low resolution for giggles. 0 Quote Share this post Link to post
Shadow Hog Posted March 24, 2016 GL_NEAREST_MIPMAP_LINEAR, max anti-aliasing and anisotropy, no upscaling filters. Settled on that for several years, now. 0 Quote Share this post Link to post
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