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>> No.7083407 [View]
File: 1.67 MB, 1300x615, Anisotropic_filtering_en.png [View same] [iqdb] [saucenao] [google]
7083407

Does it look like this?

>> No.6650354 [View]
File: 1.67 MB, 1300x615, Anisotropic_filtering_en.png [View same] [iqdb] [saucenao] [google]
6650354

>>6650280
It never looked good to filter low res textures(most of the textures ingame are 64x64 or 128x128), but something like anisotropic filtering could really help.
It preserves the detail on distant textures while greatly reducing shimmering and pattern effects.

>> No.5734124 [View]
File: 1.67 MB, 1300x615, Anisotropic_filtering_en.png [View same] [iqdb] [saucenao] [google]
5734124

>>5734079
I agree, texture filtering just doesn't look nice, aside from maybe anisotropic filtering, but that doesn't smear out your textures or sprites.

>> No.5061351 [View]
File: 1.67 MB, 1300x615, Anisotropic_filtering_en.png [View same] [iqdb] [saucenao] [google]
5061351

>>5061321
The textures are exactly the same in both of your pics, the only difference is internal resolution which affect distant texture quality because of the lack of anisotropic filtering. What are you talking about? On the other hand, how the hell did you come up with "loads higher-res textures" = "render to texture"? As I said, your terminology is all over the place.

>> No.4746092 [View]
File: 1.67 MB, 1300x615, Anisotropic_filtering_en.png [View same] [iqdb] [saucenao] [google]
4746092

>>4746090
Am I seeing anisotropic filtering in this video? That is pretty cool

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