Half-Life

Half-Life

Lightgreen Oct 15, 2020 @ 1:21am
GL_NEAREST or GL_LINEAR - Filtering on or Filtering off?
I think everyone knows that Doom, Wolf3D, Quake should be played with a texture filtering off, but what about Half-life or Quake 2? It's kind of a mixed bag because the game required a 3D graphic accelerator (like 3dfx) unlike the three above. so what's your personal preference?
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Showing 1-15 of 48 comments
SURVIVOR-DUP Oct 15, 2020 @ 1:23am 
Linear. Because I'm not trying to improve graphics for a game older than it's fanbase; I don't think anyone should be concerned with this.
PsyWarVeteran Oct 15, 2020 @ 1:48am 
While turning the filtering off gives more detailed textures, the pixelated look doesn't fit a game that has detailed 3D models. The NPCs are not sprites.

I say linear.
Lychy Oct 15, 2020 @ 8:51am 
Filtered because it looks better
copelow Oct 15, 2020 @ 10:54am 
Originally posted by Lightgreen:
I think everyone knows that Doom, Wolf3D, Quake should be played with a texture filtering off, but what about Half-life or Quake 2? It's kind of a mixed bag because the game required a 3D graphic accelerator (like 3dfx) unlike the three above. so what's your personal preference?

Most definitely with filtering off. Follow this specific guide if you want to disable it:

https://steamcommunity.com/sharedfiles/filedetails/?id=2021533739

Others don't work anymore, or don't disable filtering on everything.
UmbralPenumbra Oct 15, 2020 @ 5:58pm 
Originally posted by PsyWarVeteran:
While turning the filtering off gives more detailed textures

This is false

To be more specific, a lack of filtering may 'appear' sharper or more detailed, but this is due to mach bands. lateral inhibition effect in the eye produces ringing at sharp transitions of intensity, as a box filter response in the frequency domain is a sinc response in the spatial domain. this effect increases *acutance*, but not detail or sharpness. sharpness being related to high frequency content, not edge contrast

The main issue with 'bilinear' and 'trilinear' filtering in games, which has been ubiquitous since early GPUs had dedicated texture filtering units (this being one of the few fixed function hardwares still present on GPUs), is that linear filter has two problems; blur, and aliasing. Technically, filtering/blurring (both are essentially the same thing) does not 'remove detail', it spreads the energy across multiple pixels. Linear filtering does this in a very unsophisticated way, so while texel transitions are smoothed, the result has a lower contrast. Better interpolations will weight the contribution of texels so that the energy is more emphasised on the final pixel, which will appear less washed out

Better interpolations are possible are possible in games. Various cubic filters such as Mitchell-Netravali or Catmull Rom. Windowed sinc functions such as Lanczos, etc. However these would need to be implemented most likely on programmable shaders. Cubic interpolations are possible with standard texture units by using multiple linear filters. But this is all very rare. Rage is the only game that comes to mind that has a cubic interpolation option (the option that sharpens textures)

Linear filtering is also likely here to stay as games over time have higher and higher resolution textures, making texture magnification less significant
Last edited by UmbralPenumbra; Oct 15, 2020 @ 8:03pm
UmbralPenumbra Oct 15, 2020 @ 6:00pm 
Originally posted by Lightgreen:
I think everyone knows that Doom, Wolf3D, Quake should be played with a texture filtering off
Who the hell ever said this? Doom and Wolf don't even have an option for texture filtering. Quake doesn't have texture filtering in the original software renderer but every sourceport since GLQuake has it as default
UmbralPenumbra Oct 15, 2020 @ 7:35pm 
Originally posted by Gubbins:
Others don't work anymore, or don't disable filtering on everything.

It's very simply disabled by using
gl_texturemode gl_nearest
in the console
Negating the need for
gl_ansio 0
, because GL_NEAREST doesn't use mipmaps
If you want mipmaps, use GL_NEAREST_MIPMAP_NEAREST because GL_NEAREST_MIPMAP_LINEAR will linearly interpolate between mipmaps, which isn't what you want if the goal is to make the game look pixelated
But if the goal is to disable filtering, GL_NEAREST will be the most pixelated
PsyWarVeteran Oct 16, 2020 @ 12:35am 
Originally posted by PC Incompatible:
Originally posted by PsyWarVeteran:
While turning the filtering off gives more detailed textures

This is false

wall of text

Nope, linear mode blurs the textures, making small details unnoticeable. No need to write a novel to prove me wrong when anyone can see the difference using their eyes.
Lightgreen Oct 16, 2020 @ 1:12am 
Originally posted by PC Incompatible:
Who the hell ever said this? Doom and Wolf don't even have an option for texture filtering. Quake doesn't have texture filtering in the original software renderer but every sourceport since GLQuake has it as default
some source port has a option to enable texture filtering, like gzdoom but maybe not wolf3d
Ikagura Oct 17, 2020 @ 1:05am 
Originally posted by Survivor of Bad Circumstance:
Linear. Because I'm not trying to improve graphics for a game older than it's fanbase; I don't think anyone should be concerned with this.
What do you mean? The HL fans are usually older than the game.
SURVIVOR-DUP Oct 17, 2020 @ 1:08am 
Originally posted by Ikagura:
Originally posted by Survivor of Bad Circumstance:
Linear. Because I'm not trying to improve graphics for a game older than it's fanbase; I don't think anyone should be concerned with this.
What do you mean? The HL fans are usually older than the game.
Most have moved on, the ones that remain are batty teenagers or adults with the brains of batty teenagers.
Ikagura Oct 17, 2020 @ 1:29am 
Originally posted by Survivor of Bad Circumstance:
Originally posted by Ikagura:
What do you mean? The HL fans are usually older than the game.
Most have moved on, the ones that remain are batty teenagers or adults with the brains of batty teenagers.
I'd rather see kids playing actual good games than the latest trend.
SURVIVOR-DUP Oct 17, 2020 @ 1:32am 
Originally posted by Ikagura:
Originally posted by Survivor of Bad Circumstance:
Most have moved on, the ones that remain are batty teenagers or adults with the brains of batty teenagers.
I'd rather see kids playing actual good games than the latest trend.
Half-Life's... Mediocre. Nothing special about it, apart from storytelling which I'm already not a fan of. Quake/Doom would appeal more to those people since it's more gameplay-oriented but I'm thankful they swarmed this dead game instead.
Ikagura Oct 17, 2020 @ 1:32am 
Originally posted by Survivor of Bad Circumstance:
Originally posted by Ikagura:
I'd rather see kids playing actual good games than the latest trend.
Half-Life's... Mediocre. Nothing special about it, apart from storytelling which I'm already not a fan of. Quake/Doom would appeal more to those people since it's more gameplay-oriented but I'm thankful they swarmed this dead game instead.
Why are you even here then?
SURVIVOR-DUP Oct 17, 2020 @ 1:37am 
Originally posted by Ikagura:
Originally posted by Survivor of Bad Circumstance:
Half-Life's... Mediocre. Nothing special about it, apart from storytelling which I'm already not a fan of. Quake/Doom would appeal more to those people since it's more gameplay-oriented but I'm thankful they swarmed this dead game instead.
Why are you even here then?
Old habits die hard.
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Date Posted: Oct 15, 2020 @ 1:21am
Posts: 48