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Just to be clear - I want to know if it's possible to somehow get texture filtering in this game - not just increased texture resolution.
No, not possible, graphics are working as intended.
That's not how filtering works[en.wikipedia.org]. It's when your GPU uses the fractional parts of the texture coordinates to interpolate between pixels - for the most basic filtering bilinear[en.wikipedia.org], if you had a black pixel next to a white pixel, then everything in between the exact centres of those pixels is a gradient of grey.
Almost every game made this century offers this because it takes no effort, the GPU does it automatically, when you supply a shader or texture (depends on what API you use), you have to supply a filtering mode (a single variable) - Valheim just chose to only supply the ugliest one - sure it's also the fastest, but not by much. All they need to do is add an option to supply the "trilinear" or "anisotropic" mode. In most game code that's about 10 lines worth or less.
Despite your multiple wikipedia links, I don't think you fully understand what texture filtering is & how it applies to a game like Valheim.
If something like this bothers you, I would avoid the game as you'll be fighting from the ground up to turn it into something that it's not.
Take a look at this screenshot - especially the upper back of the characters. Do you see a grid of squares, each a single solid color? (yes there is some lighting variation so they're not exactly the same RGB value, but surely you can see the blockiness?).
Take a look at this screenshot - especially the upper back of the characters. Do you see a grid of squares, each a single solid color? (yes there is some lighting variation so they're not exactly the same RGB value, but surely you can see the blockiness?). [/quote]
As I was explaining, it's a trivial change to add an option (if they've coded it well - if every different texture shader has nearest (blocky) filtering manually set then it might require a little bit of find and replace).
Here[www.khronos.org] is the filtering variable I'm talking about for Vulkan, which resides in the VkSamplerCreateInfo structure.
I don't like vikings...they must change that or make a mod for that?
I don't like exploring? Open up the whole map?
I don't like fighting, make the bosses go away?
Usually, I much dislike pixelated games, (I'm no retro gaming lover) but here, in Valheim, it does not annoy me because you see the pixels only on non moving things if your character is also not moving.
The two points of difference I'm trying to emphasize over those arguments are:
I may, but Valve does say that "refunds are not a method for trying out games", although refunding to store credit is probably fine. If I do I'll try that Graphics Config Plus option I listed above that I was looking for screenshots for. Hopefully modding works well on Linux.
Something like you would see in early iD tech engine games like Quake 2 and whatnot.
In those early games you could tweak the texture filter from Nearest or Linear, which would ether give you a chunky pixel look, or smoothed out textures.
A linear filter would still fit the aesthetic they're going for.
This is also not to be confused with new or higher resolution texture packs. Texture filtering is something else.
Linear
Nearest-neighbor
I think being able to apply optional texture filters would still be fitting for Valheim.
Right now the game looks like its basically using a "Nearest-neighbor" which is the most basic and crudest filtering method. It's obviously done on purpose though, I get that.
Still, I think it would still fit the game to allow for a simple texture filter. Even Quake 1, which is one of the first fully 3D games had different texture filtering methods you could tweak.
Some people like the chunky look for their retro games while others like the filtered look. Yet, these options have been around since the dawn of 3D gaming. They're both "retro".