- Joined
- Jul 22, 2017
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.I just like to fuck around and play doom. What is the deal with bilinear texture filtering? Why is it good/bad etc?
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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