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Why do people like texture filtering in Doom?


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you guys talking about antialiasing or texture filtering ?, in any case makes the game look less pixelated, which is what i like .

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I use trilinear filtering, highest anisotropic setting and 4x fullscreen antialiasing. The nice thing about that setting is that even with the most pixelated textures there isn't the slightest bit of shimmering visible, even in levels that with the software renderer tend to look like pixel soup.

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CreamCheese said:

99% sure in software mode in HL its off


I don't use software. Not even sure it's possible in Steam HL anymore.

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I use only AF when I play and texture filtering only goes on when I record stuff as Youtube's compression makes unfiltered video look a bit weird.

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dethtoll said:

I don't use software. Not even sure it's possible in Steam HL anymore.

It is possible to switch renderer mode to software in Steam HL, however it's off in software mode .

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I don't dislike the filter, But I'd rather crispy pixels, I'm the same way with street figher games and emulators.

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Wow, I thought I was in a minority when it came to hating texture filtering. So why is it that practically every video of Doom gameplay I see on YouTube has it?

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It's the default setting for GZDoom, most likely because Graf is a proponent of it (though he would have to confirm that's the actual reason why).

Personally I think it's hideous and makes everything look like if you gave a primary school kid coloured cotton and told them to recreate a scene from Doom.

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texture filtering was a common trend from 1996 to early 2000s. every one was blown away by that smooth picture with no pixels. the thing although newer games also has filtering, their textures is in much better resolution. but older games... lets just face it, texture filtering of late 90s sucks hard, it's just was "a new thing". everyone wanted to implement it in doom since glquake was released. every big source port has it because of this. the same thing later came with hires textures and 3d models, that "improve" the game. people tend to not notice on the first glance that they just don't fit 99% of the time, that geometry is still very primitive and 32bit textures only makes things worser

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I play with all the filtering maxed and HQ3X resize in Zandronum. I've tinkered with multiple settings and for me this is the optimal image quality. The textures look great and the sprites maintain their sharp detail without the pixels. It makes the game look kind of like a painting which I really enjoy.

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rileymartin said:

It makes the game look kind of like a painting which I really enjoy.


That's exactly how I feel.

Even without filters and although DOOM did look gritty and realistic back in '92, at this stage and particularly with filters I think DOOM looks a lot like a comic book in motion.

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Because I wanted a video card sooo badly for my piece of shit computer but never managed to get one so when I finally scraped up enough money in 2001 I was going to get my monies worth in my favoritist video game ever!!! Fukken blurry walls! Look at that shit! The future is here mudda fukker!

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I find a good approach is having Trilinear filtering on for the walls and flats but disable it for sprites. I guess because sprites are more dependent on their pixel specific detail than walls are, or maybe because you're not as likely to have sprites up against your face so the pixels aren't as jarring.

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I go back and fourth. Sometimes I really dislike it, other times I don't mind. Depends on the textures I guess.

Anisotropic filtering however is mandatory.

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I prefer ZDoom set to the highest resolution myself. Well the highest that my PC can handle anyway. I hate the blurriness in GZDoom myself but the sprite lighting looks pretty cool though but not necessary.

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Halfblind said:

I prefer ZDoom set to the highest resolution myself. Well the highest that my PC can handle anyway. I hate the blurriness in GZDoom myself but the sprite lighting looks pretty cool though but not necessary.

If you just turn off filtering in GZDoom/GLBoom you can have the old look at high resolution even on a crap PC - best of both worlds.

http://i.imgur.com/7DGB14M.png

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If a game was meant to be pixilated, it should stay that way. Sometimes even, games that were meant to be filtered look better with nearest neighbor (Doom 64, Quake 1 and 2).

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I don't have any problems with Doom 64 filtered, but when emulated it doesn't look as good as it originally did, also Quake 2 on newer systems doesn't look as good as it did on the intended hardware while filtering is applied.

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rileymartin said:

I play with all the filtering maxed and HQ3X resize in Zandronum. I've tinkered with multiple settings and for me this is the optimal image quality. The textures look great and the sprites maintain their sharp detail without the pixels. It makes the game look kind of like a painting which I really enjoy.


Same, but I use SCALE4X. Not sure if you have that, but IMHO SCALE4X makes everything look more detailed not less detailed. It's really great. =)

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Avoozl said:

also Quake 2 on newer systems doesn't look as good as it did on the intended hardware while filtering is applied.



Huh, what?

You mean 16 bit with ugly dithering and simple bilinear filtering at best?

The really nice thing about Quake 2 is that the original engine still works as intended on today's hardware. I guess you cannot say that about many games.

The only correction that was needed is widescreen support.

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Graf Zahl said:

The really nice thing about Quake 2 is that the original engine still works as intended on today's hardware. I guess you cannot say that about many games.


The only problem is that it NEVER worked in an intended way, not a single day.

-ugly resized textures.......................check
-no overbrights and fullbrights..............check
-no underwater warp..........................check
-lazy features never improved from glquake...check
-8bit software renderer......................check

software renderer is actually quite impressive and efficient. but hell, why 8bit? it wasn't that hard to update it to support colored lights, seems like they just prefered to go with low-end hardware.
but opengl one was a total mess, trust me. sure, there was a time constraints and everything, but it's just make the game uglier, than it should be.

not to mention stupid id decisions, like cutting down muzzle flashes because of... lerp (animation interpolation). they didn't even thought that they can just make some models to ignore it, like it was done in many q1 source ports

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I thought at first I didn't have texture filtering on, then it turns out I had it on trilinear all this time.

Welp, I'm glad I don't have to deal with all that blur anymore. Guess my Parklife is over now.

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It'd probably be real nice if you could antialias and/or mipmap the far away stuff, and leave close up stuff alone. That way you wouldn't lose any crispness, and you wouldn't have random-like single aliased pixels flickering and moire patterns on the far away stuff. It's worth an experiment.

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kb1 said:

It'd probably be real nice if you could antialias and/or mipmap the far away stuff, and leave close up stuff alone. That way you wouldn't lose any crispness, and you wouldn't have random-like single aliased pixels flickering and moire patterns on the far away stuff. It's worth an experiment.

Agreed. I've always wanted to see Quake software style mipmapping applied to Doom.

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I just use high resolution textures with 16x anisotropic filtering and 8x super sample anti-aliasing. I check the HQ2X setting on GZDoom, and it looks nice to me.

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