Ugly.įor sprite based games, I prefer Texture Filtering OFF because in such games, the resolution of sprites and textures is too low that they look like a blurry mess with it ON. Terminal Velocity is kinda funny with filtering on though, that mushy wobbly look, also those wonky lasers. 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. Strangely unusually small textures versus its contemporaries is a feature it seems to share with certain video cards I may have mentioned. 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. We call it 'Vaseline mode' and it sucks, it always did and it always well - don't tell the 3DFX brigade that though, they can get quite rabid.Īs 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. I remembered that Valve released some updates for the Half-Life games last year, I looked at the notes and it turns out they FINALLY fixed the rexture resize issue so if you play the game nowadays you no longer have to worry about it:Īh. 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.Įdit: Just putting this here so that I can share my joy. Look at this and tell me with a straight face that the texture filtering is at fault here: 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. 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. 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). Developers also found certain solutions to ease up on the blurriness pretty quickly, features like detail textures appeared around 2000 to make stuff seem more detailed from up close. In those low resolutions 3D games easily looked better with texture filtering, it did wonders to smooth out the image (also: stuff like anti aliasing and anisotropic filtering wasn't really a thing for a while so really apart from the filtered textures the games still looked "messy enough"). Exactly, thanks for pointing these things out.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |