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/vr/ - Retro Games

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>> No.7450662 [View]
File: 2.44 MB, 1920x1080, Unreal Filter.jpg [View same] [iqdb] [saucenao] [google]
7450662

Why don't games try out other filtering styles and instead go for the most generic and ugliest of all, the one that is like vaseline scrubbed all over the fucking screen

>> No.7020760 [View]
File: 2.44 MB, 1920x1080, utditheronn8jny.jpg [View same] [iqdb] [saucenao] [google]
7020760

>>7020667
>>7020717
>>7020735
>>7020741
While these look beautiful, they look so smooth it's basically fully texture filtered. I want to see the dither and comby artifacts like this Unreal screenshot, except it works better with Quake because it has better drawn textures.

>> No.6586685 [View]
File: 2.44 MB, 1920x1080, 1562833810845.jpg [View same] [iqdb] [saucenao] [google]
6586685

>>6586674
I don't like updated or "HD" texture packs. I mostly play with nearest neighbor texture filtering, though I do like newdark's option for linear shadows. The other day I was looking at some old Unreal engine software rendering stuff and they used to have some kind of dithering filter that made an odd but kind of neat effect.

>> No.3997734 [View]
File: 2.21 MB, 1920x1080, utditheronn8jny.jpg [View same] [iqdb] [saucenao] [google]
3997734

>>3997725
>There is no way to get "sharp pixels" in it,

you can turn off the texture dithering in unreal and get regular unfiltered textures

before

>> No.3854232 [View]
File: 2.21 MB, 1920x1080, utditheronn8jny.jpg [View same] [iqdb] [saucenao] [google]
3854232

I want to see Unreal software mode-style texture dithering in ZDoom.

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