I'm playing on GZDoom 4.2.4a
Hardware mode (OpenGL mode, not vulcan)
Texture filtering set in trilineal.
Multisample x4
High quality resize mode enabled: NormalNx (with a 4x scaling)
Precache GL Textures Enabled.
The first issue is the Precache GL Texture option: for some reason, while it works 99% of the time, sometimes it still loads textures in-game giving you some micro stutters, a good example of this is TNT Evilution's MAP30, after you pass the instakill maze and in the next room you hit that switch that has a skull in a flaming background (I still have no Idea why its even a thing), when you hit that switch it changes from an animated fire to an animated water background, that last part it loads the textures of it so you see some micro stutters after you hit it, weirdly enough, In MAP08 of the same wad there's the same switch, yet it's all preloaded so it doesnt stutter after you hit it.
The next one is that some skies dont get scaled for an unknown reason to me:

Here's MAP01 from TNT Evilution (Expand the image to notice the difference) the sky looks blurry as it had no HQ resize while the other textures look properly scaled. It's an ugly sky yes, but it should look way less blurry as expected. It happens to all the skies in Evilution as I recently played the wad entirely.

And here's MAP01 from Memento Mori 1, now the sky looks properly scaled just as the other textures, I have no clue to why this only happens in some skies besides maybe the size of the sky texture.
Hope you guys can find a solution here! I've been tweaking some seetings but the sky still looks blurry unless I disable texture filtering however I do not like how aliased some texture looks even with the "None (trilineal)" option and "Anisotropic filtering x16", could there be a chance for some official Supersampling support? I know you can force it with Nvidia but sadly that adds some issues, like it's not well optimized and it makes wobbling flats look terrible.
