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>> No.3903152 [View]
File: 866 KB, 1753x411, 1447422653386.png [View same] [iqdb] [saucenao] [google] [report]
3903152

>>3902701
>Character models in playstation games always seemed more detailed while the n64 had featureless gormless blobs
fake detail from noise, aliasing and jitter
sad!

>> No.3736489 [View]
File: 866 KB, 1753x411, 1447422653386.png [View same] [iqdb] [saucenao] [google] [report]
3736489

>>3736447
>Nah texture filtering makes low res would-be blocky textures even worse looking
You can check the image I posted above which shows two 64x64 textures. That's a pretty typical size for N64/PS1 games. As I said, there are instances where nearest neighbor will give better results but it's few and far between in 3D games.

The best you can hope for with filtering off is that the aliasing noise will be misinterpreted by the player as extra "detail" (of course that's wrong because in actual fact filtering is more "detailed" - it involves more reads of the source texture). Most of the time though, nearest-neighbor just looks shimmery and ugly.

>> No.3063990 [View]
File: 866 KB, 1753x411, 1447422653252.png [View same] [iqdb] [saucenao] [google] [report]
3063990

>>3063912
>Except that's what makes it look good at increased resolutions
that's because mipmap levels need to be adjusted for the resolution otherwise they don't fucking work, that's why they are mipmap levels

> (and on original consoles imo).
you can't be this stupid. mipmaps ensure that the scaled pixel:texel mapping is as close to 1:1 as possible

without it you get nothing but pointless noise

>> No.2825953 [View]
File: 866 KB, 1753x411, 1447422653252.png [View same] [iqdb] [saucenao] [google] [report]
2825953

>>2825940
Continued...

Texture filtering doesn't itself really make the output itself substantially more blurry unless the texture is magnified (although this happens pretty often if the texture-resolution is low). N64's mip-mapping does work very effectively to remove aliasing from minified textures though. So if you're trying to put substantial blame on the texture filtering itself for the cause of the blur you are mistaken. It's better to blame the developers for letting their textures get magnified so easily.

Anyway, everything that I've explained so far can be turned off. Developers can disable both anti-aliasing stages if they wish, and can also disable texture-filtering.

Very few did so, and I'm assuming this is primarily because at that time they were wowed by the special features that the console offered even though there is a performance penalty of turning everything on. But then again, at the low-resolution they were rendering at, perhaps they thought that the filters and anti-aliasing did really improve the image substantially over the alternative so it was worth it.

>> No.2794979 [View]
File: 866 KB, 1753x411, filtering-comparison.png [View same] [iqdb] [saucenao] [google] [report]
2794979

>>2794971
And here's one more comparison...



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