I don't know how to calculate that value off hand, and that isn't a parameter or value described in the options.
I switched to a 400% resolution scale, and that seems to fix it for me (I also told NVidia to actually use my dedicated GPU for rendering Woof, but that did nothing by itself).
Still worth looking into what causes this though, and again, it seems to relate to translucency at distance (for the white pixel noise anyway). The little pale purple pixel lines on non-translucent graphics almost seem like they behave slightly differently, but it's harder to gauge. They are on the zombiemen corpses in the Doom 2 screenshot.
Maybe this is an inherent issue with uneven resolution scaling, hence it shows at 300% but not at 400%. Like it wants to be power of two.
This is interesting, I was on 300% when it happened, and then it stopped at 400%. I'm glad that someone can reproduce this, and that I'm not crazy or having a hardware problem.
I guess I'll try and see what I get with different scaling when I get back to my computer, will I get them on the same values?
Oh, that is VERY interesting. I had actually been using the vertical mouselook in Woof just now, not for aiming but for visually inspecting levels in software mode.