Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
ClashmanTheThird

Why do people like texture filtering in Doom?

Recommended Posts

You mean antialiasing? Like texture filtering?

Care to explain why it looks so bad? You know, to fill this discussion with a valid argument..? ^_^

Share this post


Link to post

Yeah I turn it off. Looks like mud otherwise.

I always felt like the lower-res a given art asset is, the uglier it looks with filtering.

I wonder if it's possible to turn it off in Half-Life? I haven't tried that in ages.

[eta] Looks like gl_texturemode GL_NEAREST_MIPMAP_NEAREST is the solution, but haha jesus it looks even worse without!

Share this post


Link to post
Linguica said:

Do you mean texture filtering? Because I agree.

Yep!

Unless it's a fully 3D project (cough ;)), it will make sprites (especially DOOM and kin) look like dogshit.

Share this post


Link to post

Texture filtering makes everything look like Doom without glasses on. All blurry and muddy and shitty and boring. Yuck! Never liked it.

Share this post


Link to post

Well the texture art wasn't made with it in mind so it's no wonder it looks like crap with it on.

Share this post


Link to post

I'm not a fan of texture filtering, personally. I prefer my chunky pixels :)

Share this post


Link to post

I don't play with texture filtering, however I play with HQ resize mode on textures (bit not sprites), because it makes textures look smoother. But I prefer pixelated sprites. While I'm on it, also got a couple of questions:

1) What the hell antialiasing does?

2) And what the hell anisotrophic filtering does?

Share this post


Link to post

I found it pretty strange in the IGN video where they play doom with Romero that all the sprites and textures were intensely blurry and that the player's walking animation didn't play right. I think I read somewhere that he was the one who picked the source port and settings for that video, actually. It would be funny if John himself preferred a setting that the majority of players dislike!

Share this post


Link to post

Well, I just don't notice any difference between anisotropic filtering off and maximum anisotropic filtering in GZDoom.. I don't even know why Doom needs it in the first place.

Share this post


Link to post
ChekaAgent said:

Well, I just don't notice any difference between anisotropic filtering off and maximum anisotropic filtering in GZDoom.. I don't even know why Doom needs it in the first place.

In MAP01 go in the room with the pillars where the zombiemen are on top of. Turn to look at the entrance to the room while being near the pillars, there is a roof flat texture with white lights at the top of the entrance. Go to the menu and change the anisotropic filtering settings while looking at that texture.

Share this post


Link to post

Count me in the "hates texture filtering" camp. Just makes everything look blurry. I want to enjoy my good eyesight while it lasts, damnit!

Share this post


Link to post
dethtoll said:

Anti-aliasing smooths out the "jaggies" in an image. This is particularly noticable in any line that isn't a straight horizontal or vertical line.

It was a lot more important back in the old days.

Anisotropic filtering helps textures in video games to be viewed in more detail when they are viewed from an extreme angle (for example floors when you're looking straight ahead.)


Thanks for the explanation and the provided screenshots.

Share this post


Link to post
dethtoll said:

Yeah I turn it off. Looks like mud otherwise.

I always felt like the lower-res a given art asset is, the uglier it looks with filtering.

I wonder if it's possible to turn it off in Half-Life? I haven't tried that in ages.

[eta] Looks like gl_texturemode GL_NEAREST_MIPMAP_NEAREST is the solution, but haha jesus it looks even worse without!


99% sure in software mode in HL its off

Share this post


Link to post

I always set GZDoom to filter only the sprites and textures that are in the distance.
I also turn of monster movement interpolation.

Share this post


Link to post
gemini09 said:

My preference is the OpenGL-look.

You mean GL_LINEAR or GL_NEAREST?

Share this post


Link to post

Here's an example of why anisotropic filtering is good to have in hardware Doom ports:



Look at how the lights in the ceiling of the hallway have totally vanished into a blur.

Share this post


Link to post

Everyone in here seems confused. Antialiasing is what makes rough edges of geometry look smoother and less "stair-steppy". Has nothing to do with texture filtering - that's anisotropy.

Share this post


Link to post
t3hPoundcake said:

Everyone in here seems confused.

Literally nobody here except the original poster here is confused. Read the thread.

Share this post


Link to post

For Doom, I want every single pixel to have a hard edge, whether its a sprite or a texture.
When they are smoothed out, it becomes blurry and less crisp, making everything a bit more muddy, and things pop less.

Share this post


Link to post

At high resolutions I tend to use Ansiotropic X4 and Nearest Mipmap, otherwise I don't use any, though I am now tempted to try antialiasing at a low resolution for giggles.

Share this post


Link to post

GL_NEAREST_MIPMAP_LINEAR, max anti-aliasing and anisotropy, no upscaling filters.

Settled on that for several years, now.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×