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>> No.9675979 [View]
File: 725 KB, 1360x768, 2020-05-12_015520_807.png [View same] [iqdb] [saucenao] [google]
9675979

>>9673610
Texture filtering only started looking good once textures got high-res enough in the 00s. In 90s games where the textures are like 128 pixels max (on PC, lower on consoles), it looks horrible because you can obviously see the pixels, just smudged.
The better looking option in the 90s were detail textures. That's the overlay on textures you see in Unreal that makes them look photorealistic regardless of what distance you look from.
I doubt that was used or possible on consoles though, overlaying extra textures on every surface and dynamically scaling them.
Picrel is Soldier Of Fortune, theres detail textures on all the geometry except the pixel art tool rack.

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