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KVELLER

Do you like using texture filtering?

Do you use texture filtering?  

60 members have voted

  1. 1. Do you use texture filtering?

    • Yes
      8
    • No
      52


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Because I don't. I like using it on fully 3D games such as Quake, but in games like Doom, texture filtering makes sprites look like absolute garbage IMO.

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Just now, R1ck said:

aw come on, Total Chaos ain't that bad. :D

But Total Chaos uses 3D models, doesn't it?

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I only use texture filtering in GZDoom, but without HQ resize mode (it looks odd to me). So I probably vote NO.

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Even in games like Quake I prefer no filtering. It depends on the art resolution - low-res stuff doesn't look very appealing when blurred, high-res stuff doesn't need any excessive jaggedness.

 

There are exceptions like Doom 64, which was designed with filtering in mind, and looks marginally better with it enabled. I started playing Stronghold recently, and felt like turning in on as well.

 

Color depth also plays a role.

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No,not in Doom,not in Quake and not even in Quake2.

Its much easier on the eyes when everything is sharp and crispy.

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5 minutes ago, Spectra said:

(I only use it if forced: *cough* every Quake II source port *cough*)

Should be able to toggle that from the console/config.

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I liked it at first but for some reason i started to dislike it and disabled it, you can't see textures properly with it's enabled, plus they look better without smooth edges.

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25 minutes ago, Spectra said:

No.

Fix your avatar then! It's all blurry. :(

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I tried it for fun the other day but my eyes and brain started screaming NOOOOO. In games of this resolution, pixels convey a lot more than colour.

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No, I don't even like it in Quake. I like seeing the pixels in textures in older games. Makes it feel/look more retro and gives them more charm.

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Never, not even in Quake II. The textures just don't work well with filtering. It's only when you get to Id Tech 3 and similar engines that filtering looks better.

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I used to play with it on all the time, but recently started playing with it off.  I don't really mind either way to be honest, I certainly don't think filtering looks as bad as I know a lot of people here do.  

 

If the map uses high resolution textures I tend to turn it on as they look better, whereas the pixel art of the IWADs definitely looks better with it off.

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My preference is to use trilinear filtering for minification, but no filtering for magnification. That way I don't get the blurry look, but also not the aliasing that you get when using no filtering in the distance. With the software renderer I use bilinear filtering with mipmaps for minification, but only because it seemed too expensive to implement trilinear there.

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Yes, mainly due to all the aliasing that starts to look messy in the distance. Although apparently some settings fix that. In GZDoom I combine filtering with xBRZ 3x resize which makes for a smooth but still sharp look for all the textures and sprites. In GLBoom+ I ScaleX 4x everything.

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36 minutes ago, Spectre01 said:

Yes, mainly due to all the aliasing that starts to look messy in the distance. Although apparently some settings fix that. In GZDoom I combine filtering with xBRZ 3x resize which makes for a smooth but still sharp look for all the textures and sprites. In GLBoom+ I ScaleX 4x everything.

You can use a linear mipmap with nearest textures in GZDoom to alleviate the aliasing. I think the software renderer has mipmaps too now.

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I prefer having it off so I can appreciate the painstakingly awesome pixel art of textures, monsters, particles, and items.

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No, i always turn it off in 2D games, i think it makes everything look like absolute trash. The first thing i do when setting up Gzdoom is turning off the filtering.

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11 hours ago, dmg_64 said:

Filtering also applies to models.

I was asking because I don't mind texture filtering on 3D models, so no, I don't think Total Chaos looks bad. It's quite impressive honestly.

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No, at least definitely not in low-resolution games like Doom or Quake. (It's another issue if we're talking about high-resolution games where the textures are in a lossy-compression format such as DDS and the aesthetics have been built around texture filtering.)

 

Still use anisotropic filtering, though, but that's a different sort of filtering.

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