KVELLER Posted June 7, 2017 (edited) 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. 0 Share this post Link to post
KVELLER Posted June 7, 2017 Just now, R1ck said: aw come on, Total Chaos ain't that bad. :D But Total Chaos uses 3D models, doesn't it? 0 Share this post Link to post
riderr3 Posted June 7, 2017 I only use texture filtering in GZDoom, but without HQ resize mode (it looks odd to me). So I probably vote NO. 1 Share this post Link to post
Da Werecat Posted June 7, 2017 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. 1 Share this post Link to post
Archvile Hunter Posted June 7, 2017 No, ew. It's like asking if you want your photos focused and sharp or unfocused and blurry. I definitely prefer sharp. 0 Share this post Link to post
Asure Posted June 7, 2017 No. (I only use it if forced: *cough* every Quake II source port *cough*) 0 Share this post Link to post
Pottenham Posted June 7, 2017 No,not in Doom,not in Quake and not even in Quake2. Its much easier on the eyes when everything is sharp and crispy. 0 Share this post Link to post
Da Werecat Posted June 7, 2017 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. 2 Share this post Link to post
snapshot Posted June 7, 2017 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. 0 Share this post Link to post
Memfis Posted June 7, 2017 25 minutes ago, Spectra said: No. Fix your avatar then! It's all blurry. :( 0 Share this post Link to post
Asure Posted June 7, 2017 (edited) deleted Edited June 11, 2017 by Spectra 0 Share this post Link to post
BadLuckBurt Posted June 7, 2017 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. 0 Share this post Link to post
HorrorMovieRei Posted June 7, 2017 I only use it when playing Doom 64-styled mods in a vain attempt at emulating the weird filter the N64 had. 0 Share this post Link to post
nxGangrel Posted June 7, 2017 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. 1 Share this post Link to post
Woolie Wool Posted June 7, 2017 (edited) 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. 2 Share this post Link to post
Bauul Posted June 7, 2017 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. 0 Share this post Link to post
dpJudas Posted June 7, 2017 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. 0 Share this post Link to post
Spectre01 Posted June 7, 2017 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. 0 Share this post Link to post
silentzorah Posted June 7, 2017 I leave it turned on. My vision is crap anyway, so I wouldn't be able to tell the difference. 0 Share this post Link to post
snapshot Posted June 7, 2017 5 hours ago, KVELLER said: But Total Chaos uses 3D models, doesn't it? Filtering also applies to models. 0 Share this post Link to post
Woolie Wool Posted June 7, 2017 (edited) 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. 0 Share this post Link to post
HyperLuke Posted June 8, 2017 (edited) I prefer having it off so I can appreciate the painstakingly awesome pixel art of textures, monsters, particles, and items. 0 Share this post Link to post
MARVELLER Posted June 8, 2017 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. 0 Share this post Link to post
Altazimuth Posted June 8, 2017 I like my pixels not looking like felt that a child haphazardly cut with a pair of safety scissors. 1 Share this post Link to post
KVELLER Posted June 8, 2017 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. 0 Share this post Link to post
Gez Posted June 8, 2017 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. 0 Share this post Link to post
Avoozl Posted June 8, 2017 (edited) Usually I won't. Edited June 8, 2017 by Avoozl 0 Share this post Link to post
BadLuckBurt Posted June 8, 2017 Only just noticed the poll :D You have my vote! 0 Share this post Link to post