
Texture filtering is dog shit. "Discuss."
#1 Posted 06 February 2020 - 10:46 AM
#2 Posted 06 February 2020 - 01:34 PM
#4 Posted 06 February 2020 - 02:37 PM
#5 Posted 06 February 2020 - 03:10 PM
#6 Posted 06 February 2020 - 03:21 PM
This post has been edited by MusicallyInspired: 06 February 2020 - 03:22 PM
#7 Posted 06 February 2020 - 03:56 PM
I would never turn on texture filtering for a 2.5D sprite-based game but it's pretty obvious that those titles were never designed with the feature in mind (and personally I view things like Blood's never finished 3Dfx implementation as desperate attempts to "keep up with the times" instead of them being artistic decisions). Half-Life however is kind of a mixed bag: nowadays I turn texture filtering off when I play HL1 because I prefer the overall sharper looking textures but basically everything transparent looks worse because of those visible individual pixels. Explosions? Horrible without filtering.
Half-Life is also a pretty bad example because the OpenGL renderer resizes certain textures and with that it makes the game blurrier by default even when you turn filtering off. Look at this and tell me with a straight face that the texture filtering is at fault here:

Of course you can fix this nowadays by inputting a simple console command but back in the day none of the GPUs on the market could handle that and those shitty looking textures were the ones the game filtered for ya.
Edit: Just putting this here so that I can share my joy.

https://steamcommuni...880891220596672
Quote
This post has been edited by Zaxx: 06 February 2020 - 05:10 PM
#8 Posted 06 February 2020 - 04:12 PM
#9 Posted 06 February 2020 - 04:27 PM
#10 Posted 06 February 2020 - 04:49 PM
#11 Posted 06 February 2020 - 04:56 PM
As someone who had an N64 in the 90s I've had enough texture filtering for a lifetime, but it's worse there because the N64's video output itself is always blurry so you get this extra layer on top and washed out colors, worse if you were stuck with the RF box as was the de-facto out of box experience at that time. The N64 is otherwise one of the few cases where it makes sense though, because the average texture size had to be tiny and this arguably compensates somewhat. Strangely unusually small textures versus its contemporaries is a feature it seems to share with certain video cards I may have mentioned.
I've never gotten GLQuake to work, but given how ugly the game is already I dread to think what it looks like with any form of filtering over it.
Terminal Velocity is kinda funny with filtering on though, that mushy wobbly look, also those wonky lasers. Ugly.
https://youtu.be/0TtC7vZJWm4
#12 Posted 06 February 2020 - 05:46 PM
This post has been edited by MusicallyInspired: 06 February 2020 - 05:46 PM
#14 Posted 06 February 2020 - 08:56 PM
#15 Posted 06 February 2020 - 10:39 PM
Let me cut my finger on the 90 degree square pixels
#16 Posted 06 February 2020 - 10:43 PM
#17 Posted 07 February 2020 - 02:23 AM
Even for early polygonal games like Descent and Quake 1, I prefer Texture Filter OFF.
For post 1998 games, I prefer Texture Filtering ON. Unreal 1 is oldest game where I vastly prefer the filtering. Unreal 1's textures (while low res for today) were really high res for the time and it also was the first game to introduce Detail Textures (where detail is added to the textures up close). UT99 and Quake 3 also look vastly better with the texture filtering for the same reasons. In Half Life's case, if the fix for the "round down of non-power-of-2 textures" didn't exist, I probably would have preferred Texture Filtering OFF. But since this is easy to fix and is a non-issue now, so I prefer the filtering.
Quake 2 is the oddball. I am torn whether Texture Filtering should be ON or OFF. On one hand, I prefer the pixels as they make environments look more gritty. But on the other hand, some of the weapons look like ass (with huge pixels) without filtering.
This post has been edited by ReaperAA: 07 February 2020 - 02:23 AM
#18 Posted 07 February 2020 - 02:27 AM
Quake 2 is interesting because it has more moody lighting in 3D accelerated mode and I do generally think the textures look better with filtering, but software mode has that cool visual warping effect underwater that OpenGL doesn't have. At least I don't think it does.
Love the N64 graphics, hate PSX and Saturn.
This post has been edited by MusicallyInspired: 07 February 2020 - 02:28 AM
#19 Posted 07 February 2020 - 03:04 AM
MusicallyInspired, on 07 February 2020 - 02:27 AM, said:
This reminded me of mentioning my slightly controversial opinion. I even prefer Texture Filtering OFF for Doom 64. I had never played D64 on N64 and only played it recently via Doom64 EX and Doom 64: Retribution mod. When I saw the original game on N64 (after playing it via EX with filtering OFF), I didn't like the filtered visuals at all (heresy I know).
#20 Posted 07 February 2020 - 03:04 AM
Zaxx, on 06 February 2020 - 08:56 PM, said:
https://i.imgur.com/khUxaPZ.png
https://i.imgur.com/Hsq0FcW.png
Look if you dare:
https://i.imgur.com/OZPTywE.png

#21 Posted 07 February 2020 - 08:20 AM
#22 Posted 07 February 2020 - 10:49 AM
This post has been edited by AlektorophobiA: 07 February 2020 - 10:49 AM
#23 Posted 08 February 2020 - 12:30 AM
But, at least give me a DAMN option to disable that then I'm fine.

This post has been edited by Player Lin: 08 February 2020 - 12:31 AM
#24 Posted 08 February 2020 - 12:19 PM
#25 Posted 08 February 2020 - 02:53 PM
This post has been edited by Striker: 08 February 2020 - 02:53 PM
#26 Posted 08 February 2020 - 08:07 PM
#27 Posted 08 February 2020 - 10:54 PM
#28 Posted 08 February 2020 - 11:28 PM
Jim, on 08 February 2020 - 08:07 PM, said:
We plan on adding it back in at some point, but it will require a custom shader to implement it.
#29 Posted 09 February 2020 - 03:59 AM
#30 Posted 15 February 2020 - 09:49 AM
This post has been edited by NightFright: 15 February 2020 - 09:56 AM