by Sinael » Sat Jul 21, 2018 9:06 pm
in GZDoom with texture filtering turned off, whenever a weapon sprite moves on screen its pixels become inconsistent in size, and instead constantly resize and realign, as if sprite image is being resampled differently every frame. This results in "wobbliness", "distortion waves" and other nasty effects. They are generally miniscule, but are far more noticable on larger sprites, however when you do notice it, you can not "unnotice it" again, kinda like "you are now aware you are breathing" thing (sorry by the way).
It is most noticeable in high resolutions (like 1600x900), but same effect happens at lower resolutions as well. Also much less pronounced in software, the slight "distortion wave" can still be seen.
I'm not sure how to explain it better, so here's some comparison videos. Videos have been taken from 1600x900 footage, cropped to the gun (BFG in this case) then doubled in resolution with integer scaling to make the matter more clearly visible.
This is how it looks in glBoom+ (no distortions):
https://my.mixtape.moe/yljwuu.webm
This is GZDoom software mode (distortions most visible in the horizontal lines):
https://my.mixtape.moe/bgirpo.webm
This is GZDoom OpenGL mode (distortions allover the place)
https://my.mixtape.moe/spgehb.webm
This happens at any resolution.
in GZDoom with texture filtering turned off, whenever a weapon sprite moves on screen its pixels become inconsistent in size, and instead constantly resize and realign, as if sprite image is being resampled differently every frame. This results in "wobbliness", "distortion waves" and other nasty effects. They are generally miniscule, but are far more noticable on larger sprites, however when you do notice it, you can not "unnotice it" again, kinda like "you are now aware you are breathing" thing (sorry by the way).
It is most noticeable in high resolutions (like 1600x900), but same effect happens at lower resolutions as well. Also much less pronounced in software, the slight "distortion wave" can still be seen.
I'm not sure how to explain it better, so here's some comparison videos. Videos have been taken from 1600x900 footage, cropped to the gun (BFG in this case) then doubled in resolution with integer scaling to make the matter more clearly visible.
This is how it looks in glBoom+ (no distortions): https://my.mixtape.moe/yljwuu.webm
This is GZDoom software mode (distortions most visible in the horizontal lines): https://my.mixtape.moe/bgirpo.webm
This is GZDoom OpenGL mode (distortions allover the place) https://my.mixtape.moe/spgehb.webm
This happens at any resolution.