9/23/2023 0 Comments Gzdoom texture filtering![]() ![]() ![]() I will play an old game in high res with anti-aliasing and dynamic lighting effects (like Hexen through GZDOOM) and even use perspective correction on textures like anisotropic filtering, but you better leave that pixel art unsmeared! Perhaps that is a bit strange or seems hypocritical, since even putting it into a newer engine changes the look quite a lot (software engines look more flat/cartoon-like) but that is where I draw the line. Games like Giants: Citizen Kabuto or Rayman 2 were obviously made with it in mind, but something like Legacy of Kain: Soul Reaver was made for crisper unfiltered textures (perhaps because of the PS1 release?) and I always disable filtering if it is the latter. To me there is a clear difference of intent. With earlier games like Hexen, Dark Forces, and Quake this should be obvious, but I think even some games from times when filtering was common like the new-to-GOG Daikatana look better without it. However, I am convinced that in many cases, the original artistic vision was designed for textures without filtering, and adding it really hurts the look of the whole game. Many still use CRTs, but even if using an LCD monitor, the nature of computer monitors means there isn't as much of a gap between what we remember of our old displays and what we are on now. Now with PC games things are a bit different. Just in case you actually meant GZDoom (the source port) rather than GZDoomBuilder (the editor), this is how you disable ingame filtering in GZDoom: Options. There are new developments in emulation like CRT filters to reproduce artistic accuracy (compare pixel-count-accurate to this display-intention-accurate) and NTSC filters to reproduce the actual experience of playing them on the displays they remember (see and here). Tools -> Preferences -> Appearance -> uncheck 'High quality rendering' and/or 'Bilinear filtering in classic modes' and/or 'Bilinear filtering in visual modes'. Even aside from that, there is more to accuracy than pixel blocks. Gross! It's kind of like how modern emulators can destroy the look of old 2D games by using bilinear filtering on the sprites. Then you add filtering and suddenly everything turns into a smeared mess. It was even designed to look good despite that. What do you think of filtering textures and sprites of old games? I personally hate it!īack in the days of software rendering, everything was very gritty. ![]()
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