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/vr/ - Retro Games


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File: 171 KB, 1131x848, 1619779856331.jpg [View same] [iqdb] [saucenao] [google]
7704559 No.7704559 [Reply] [Original]

>he still filters after having seen this

>> No.7704572

There is nothing more poser than turning off texture filtering in PC games released in 1996 and beyond.

>> No.7704641
File: 1.43 MB, 1920x2160, 1619179908495.jpg [View same] [iqdb] [saucenao] [google]
7704641

>>7704559
>Bilinear filtering on the slaves
>Nearest on the ground

What.
Also, the gamma looks terrible.

>> No.7704898

>>7704572
>if y-you don't like textures meant to be rendered without filtering you're a p-poser!
No. Go fuck yourself. Maybe for Half-Life disabling filtering doesn't make sense because HL was made _with_ filtering in mind. Quake wasn't. For Quake filtering was an afterthought. Much like animation interpolation for Quake was an afterthought because it makes the expressive animations all sluggish and awful to look at. Even then, even if HL was meant to be played with filtering, no texture filtering > texture filtering. Simple as.

>> No.7704909

>>7704572
It's the new "just look at how much of a retro gamer I am" fad.

Before long people will start disabling filtering for Quake 3 engine games, mark my words. Some faggot e-celeb will start doing this on stream and every mouth breathing retard will follow.

>> No.7704928

>>7704909
Okay, what do you even care if people do? Would you even notice in their screenshot that filtering is turned off? What the fuck does it matter to you? Are you just going to seethe at inconsequential events people might or might not do?

>> No.7704943
File: 108 KB, 1000x800, 1617354672682.jpg [View same] [iqdb] [saucenao] [google]
7704943

>>7704559

>> No.7704951

>>7704943
kek

that's a good one

>> No.7704958

>>7704928
and who are you to police what people can or can't care about?
if you can't stand even the slightest difference in opinion, maybe fuck off to some circlejerk bubble on reddit

>> No.7704974

>>7704943
soulless - soul

>> No.7704975
File: 1.79 MB, 1440x1080, afraid.png [View same] [iqdb] [saucenao] [google]
7704975

Half-Life's has the full 24-bit color palette available for textures to pick from. That makes it appropriate for filtering.

>> No.7704989
File: 142 KB, 1011x553, finalfiv.jpg [View same] [iqdb] [saucenao] [google]
7704989

FILTERS R GUD

>> No.7704991

>>7704975
Pretty sure GoldSrc has max 256 colors per single texture, i.e. the textures have to be 8-bit indexed color. But there's no global palette like in Quake 1/2, you can have as many 256 color textures as you want and each one will have a unique palette. But yeah the renderer is true color (when played in D3D/OpenGL). Many other games used similar techniques to save on limited memory available at the time.

t. used to mod HL1 back in the day

>> No.7704995
File: 127 KB, 1073x720, lookin good.jpg [View same] [iqdb] [saucenao] [google]
7704995

LOOKIN GOOD

>> No.7704998
File: 142 KB, 489x515, 1599930852163.jpg [View same] [iqdb] [saucenao] [google]
7704998

>>7704989
>>7704995
>conflating emulator filters with basic OpenGL features