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I say linear.
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.
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
It's very simply disabled by using
Negating the need for
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
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.