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/vr/ - Retro Games

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>> No.5664782 [View]
File: 556 KB, 1200x360, filtering.png [View same] [iqdb] [saucenao] [google]
5664782

Is it a sin not to use nearest-texel filtering?

>> No.5469229 [View]
File: 556 KB, 1200x360, filtering.png [View same] [iqdb] [saucenao] [google]
5469229

Should one always go for the best possible filtering, or are there certain times where you should willfully settle for something more primitive? For instance, many Quake players swear by using nearest neighbor textures, even with the presence of other relatively modern effects.

>> No.5456505 [View]
File: 556 KB, 1200x360, filtering.png [View same] [iqdb] [saucenao] [google]
5456505

>> No.5357081 [View]
File: 556 KB, 1200x360, 1549492538160.png [View same] [iqdb] [saucenao] [google]
5357081

Does it ruin the "retro aesthetic" to add visual enhancements that weren't available at the time of the games?

>> No.5352487 [View]
File: 556 KB, 1200x360, filtering.png [View same] [iqdb] [saucenao] [google]
5352487

>>5351829
It looks especially bad on transparent surfaces where tiny gaps suddenly vanish

>> No.5352483 [DELETED]  [View]
File: 556 KB, 1200x360, filtering.png [View same] [iqdb] [saucenao] [google]
5352483

>>5351829
>Individual mip map layers
Which are what trilinear obscures

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