Doomworld - AKA Troonworld, a dedicated safe space for pedophiles and megalomaniacs - Corrupting the Doom community since 2016

I just like to fuck around and play doom. What is the deal with bilinear texture filtering? Why is it good/bad etc?
Objectively OG DOOM did not have bilinear texture filtering. Subjectively I think old games with low resolution textures look better with nearest neighbor texture sampling (but with interpolation for mipmaps). gl_texture_filter should be set to 6 "None (trilinear mipmap)". Which is what the UZDoom people set it to.

Lots of 3D 90s games did use interpolated texture sampling, but I think the higher rendering resolutions of modern computers emphasize the blurry muddiness of the low resolution textures. By using nearest neighbor it now has an aesthetic, it looks better, it's crisp, even when it's not truly "original". I think Half-Life 1 looks much better when played with nearest neighbor, even though that wasn't how people played it (assuming they weren't using software rendering). People have much more fondness for the PSX aesthetic (nearest neighbor) than the N64 (low resolution linear interpolated), which was criticized even then.

I just realized there are zoomers who are probably mindlessly enabling texture filtering in duckstation, breaking my soul.
 
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Objectively OG DOOM did not have bilinear texture filtering. Subjectively I think old games with low resolution textures look better with nearest neighbor texture sampling (but with interpolation for mipmaps). gl_texture_filter should be set to 6 "None (trilinear mipmap)". Which is what the UZDoom people set it to.

Lots of 3D 90s games did use interpolated texture sampling, but I think the higher rendering resolutions of modern computers emphasize the blurry muddiness of the low resolution textures. By using nearest neighbor it now has an aesthetic, it looks better, it's crisp, even when it's not truly "original". I think Half-Life 1 looks much better when played with nearest neighbor, even though that wasn't how people played it (assuming they weren't using software rendering). People have much more fondness for the PSX aesthetic (nearest neighbor) than the N64 (low resolution linear interpolated), which was criticized even then.

I just realized there are zoomers who are probably mindlessly enabling texture filtering in duckstation, breaking my soul.
I'm an OG Half-Life player, I'd have to see it in "nearest neighbor" vs the original. I see nearest neighbor in emulators and shit but if I'm going to be honest since we're just shooting the shit, I have no idea what it means.
 
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I'm an OG Half-Life player, I'd have to see it in "nearest neighbor" vs the original. I see nearest neighbor in emulators and shit but if I'm going to be honest since we're just shooting the shit, I have no idea what it means.
For what it's worth, Valve added "texture filtering" as an option in the menu as part of the anniversary release, you could always switch it in the console, but this seems to be official recognition that it looks good. Xash3D is also nearest neighbor by default.

1202961613_preview_hlfilter.png
 
For what it's worth, Valve added "texture filtering" as an option in the menu as part of the anniversary release, you could always switch it in the console, but this seems to be official recognition that it looks good. Xash3D is also nearest neighbor by default.

View attachment 8128534
Oh shit, I think I have seen these differences. I remember thinking "Oh wow, that's what that said"
 
to be fair who really cares about the default gender of Doomguy in settings, I doubt many people go through the effort of changing GZDoom (or now UZDoom) care enough about changing the gender of him, plus GZDoom already has "object" and "it" genders in it. Personally having it neutral seems like a nothingburger as I stated prior who cares for gender? Now the troons who care for the thing there playing as do. It is funny though I will give you that.
 
to be fair who really cares about the default gender of Doomguy in settings, I doubt many people go through the effort of changing GZDoom (or now UZDoom) care enough about changing the gender of him, plus GZDoom already has "object" and "it" genders in it. Personally having it neutral seems like a nothingburger as I stated prior who cares for gender? Now the troons who care for the thing there playing as do. It is funny though I will give you that.
That's why it's funny and sad. To me UZ doom is Tranny doom
 
Their niche in society is actually as artists. Granted a lot of it is grotesque, but still.

If they are no longer of service as artists, they have nothing else “productive” to retreat to without the increased risk of ostracism or personal insecurity. Artistic spaces generally enable more personal individuation, which means less psychological pressure for them.

This is all to say, if normal people lose their job at least they’re still normal. Trans types do not even have that to fall back on.

Therefore, AI replacing them makes them feel an existential vulnerability so they have more of an incentive to push back against it.


Of course this is ridiculous, people will probably always have a taste for “real” art. But it’s a great reflection of their insecurities.
as some one that generally supports ai art (mainly as starting points for design concepts or placeholder textures for indie games) real art will never be replaced by ai art, the reason why trannies fear ai art is because most of them have dog shit art styles or niches making beloved non black fictional characters black for example, and ai art can easily replace them in both camps, which is saying something because most art styles ai do aren't that appealing not to mention the flaws, so they try to fear monger all artist into thinking all art will be replaced with ai by 2026, similar to what they did with NFTs the only difference is unlike ai art, nobody liked NFTs except chinks and pajeets
 
Objectively OG DOOM did not have bilinear texture filtering. Subjectively I think old games with low resolution textures look better with nearest neighbor texture sampling (but with interpolation for mipmaps). gl_texture_filter should be set to 6 "None (trilinear mipmap)". Which is what the UZDoom people set it to.

Lots of 3D 90s games did use interpolated texture sampling, but I think the higher rendering resolutions of modern computers emphasize the blurry muddiness of the low resolution textures. By using nearest neighbor it now has an aesthetic, it looks better, it's crisp, even when it's not truly "original". I think Half-Life 1 looks much better when played with nearest neighbor, even though that wasn't how people played it (assuming they weren't using software rendering). People have much more fondness for the PSX aesthetic (nearest neighbor) than the N64 (low resolution linear interpolated), which was criticized even then.

I just realized there are zoomers who are probably mindlessly enabling texture filtering in duckstation, breaking my soul.
I'd like to add here that, back in the day, some people liked blurry filtering because it was 'different' and a new feature at a time when the then-standard software rendering was a pixelated mess. But it was just a novelty, and the games did not need it.

Case in point: Just the other day, I've set up DOS on one of my machines and played some of the old games (Doom, Duke/Blood, Quake) on my 19" CRT the way they were meant to be played originally, and they most definitely did not require any blurry filtering that would only destroy contrast and detail. In fact, Quake looks absolutely gorgeous on a good CRT in high resolution, thanks to its well done shadow- and brightmapping, and for a game like Doom that runs in the pixelated 320x200 mode, filtering simply doesn't matter, anyway -- you would not notice any improvement with it enabled due to the low resolution.

For Build-engine games, like Blood and Duke 3D, a medium resolution that keeps all the 'realistic' stuff (calendars, movie posters, etc.) legible from a medium distance is the right way to go.
 
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