Texture resizing and you
Re: Texture resizing and you
So where is the problem if you look on my screenshot?
I see a sharp game with no aliasing on the shotgun etc.
For me it isnt blurry for some reason.
I see a sharp game with no aliasing on the shotgun etc.
For me it isnt blurry for some reason.
Re: Texture resizing and you
Hello children, today's lesson is "why do we use supersampling and why does it solve all the problems you wish solved?"

First of all you ignore all parts that aren't strictly the "Antialiasing - Behavior Flags", "Antialiasing - Mode" and "Antialiasing - Setting" options.
Then you force some dank antialiasing settings by copying what those three are set to. (I'm not sure if AMD cards have the options for this, but they ??probably?? do?)
After you do that, you launch your GZanbabweDoom-whatevers and unset all these crazy scaling options and set texture filtering to NONE!!! (bloax you're a madman!)
ANd YOU'rE D0nE!!1!
Why would you do this? It's simple;




No AA: Left, 2x2 SSAA: Right (note the sexy texture details in the distance, yum yum)
With these settings, your textures will be crisp as fuck and the UGLY AS SIN aliasing will be nuked from orbit. Win-win!
If you don't like the slight texture shimmer you can just set filtering to "None ([Nearest/Linear] Mipmaps)" and kill it for good, although I personally like the slight shimmering.
Is supersampling expensive? Yes sir, it sure is. But it's not particularly stressing if you like playing in small windows (like I do!) and you have a decent GPU from somewhere that is not a decade ago.
Although with a decent modern GPU you shouldn't have problems running this shit even at higher resolutions. I certainly didn't have any problems in NIY @ 1280x720, although the main performance sink there is the horribly inefficient mapping.

First of all you ignore all parts that aren't strictly the "Antialiasing - Behavior Flags", "Antialiasing - Mode" and "Antialiasing - Setting" options.
Then you force some dank antialiasing settings by copying what those three are set to. (I'm not sure if AMD cards have the options for this, but they ??probably?? do?)
After you do that, you launch your GZanbabweDoom-whatevers and unset all these crazy scaling options and set texture filtering to NONE!!! (bloax you're a madman!)
ANd YOU'rE D0nE!!1!
Why would you do this? It's simple;




No AA: Left, 2x2 SSAA: Right (note the sexy texture details in the distance, yum yum)
With these settings, your textures will be crisp as fuck and the UGLY AS SIN aliasing will be nuked from orbit. Win-win!
If you don't like the slight texture shimmer you can just set filtering to "None ([Nearest/Linear] Mipmaps)" and kill it for good, although I personally like the slight shimmering.
Is supersampling expensive? Yes sir, it sure is. But it's not particularly stressing if you like playing in small windows (like I do!) and you have a decent GPU from somewhere that is not a decade ago.
Although with a decent modern GPU you shouldn't have problems running this shit even at higher resolutions. I certainly didn't have any problems in NIY @ 1280x720, although the main performance sink there is the horribly inefficient mapping.
Re: Texture resizing and you

Guess I won't be using mipmapping, then.
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Re: Texture resizing and you
Texture Resizing is the curse many people have using in GZDoom thinking that makes it look better while it don't, for those who likes throws all the stuff Graf put on GZDoom just to not have Y-Shearing, nothing to say about, for those who plays on GZDoom and want everything on "fine settings", a Trilinear Filter with anisotropic on 4x is prefectly good.
Re: Texture resizing and you
I wonder what made you add those filters in GZDoom in the first place; I wouldn't have bothered at all. :P There are much other more important improvements that can be added to the renderer besides resize filters... :PGraf Zahl wrote:A total waste of perfectly good video RAM.
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Re: Texture resizing and you
I remember from an old conversation that he said that is a iheritance from ZDoomGL's code back on the days GZDoom was just a starting idea yet.
The same applies to the stupid "Minimal Ambient Light Level" while now we have the software lightning method for OpenGL, also the retard Additive Dynamic Lights (seriously who thinks that does looks good?)
The same applies to the stupid "Minimal Ambient Light Level" while now we have the software lightning method for OpenGL, also the retard Additive Dynamic Lights (seriously who thinks that does looks good?)
Re: Texture resizing and you
Thank God he did..I wonder what made you add those filters in GZDoom in the first place; I wouldn't have bothered at all.There are much other more important improvements that can be added to the renderer besides resize filters...
http://abload.de/img/gzdoom2014-05-1003-20ewjjl.jpg
I wouldnt want to miss this great rendering quality at all.....
Whats so wrong with it? what? Tell me what is wrong at the picture? I see a sharp game with much much less aliasing. Why I would want to play with nearest neighbour Scaling then (which is especially on big monitors nowadays indeed ugly..)
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Re: Texture resizing and you
Nash wrote:I wonder what made you add those filters in GZDoom in the first place; I wouldn't have bothered at all.Graf Zahl wrote:A total waste of perfectly good video RAM.There are much other more important improvements that can be added to the renderer besides resize filters...
I didn't.The code came from Skulltag.
Re: Texture resizing and you
Whats wrong with it?
Re: Texture resizing and you
I guess there's not enough blockiness. Yes, let's embrace the blocks.
- Graf Zahl
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Re: Texture resizing and you
Looks like shit. Like anything upfiltered it's just butt-ugly.De-M-oN wrote:Whats wrong with it?
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Re: Texture resizing and you
I'll take "blockiness" over smudged blobs which completely ruin the detail in the sprites any day.Rowsol wrote:I guess there's not enough blockiness. Yes, let's embrace the blocks.
Re: Texture resizing and you
I can't see this detail you speak of. It looks like sprites from the 90's. /shrugs
Last edited by Rowsol on Sun Nov 29, 2015 5:43 pm, edited 1 time in total.
Re: Texture resizing and you
And nearest neighbor scaling is beautiful?
What is base resolution? 640x480? If I want proper nearest neighbor scaling I would have to use factor scaling - means for example x4 => would reach then 2560x1920 (my native resolution of my monitor is 2560x1600).
If I would scale from 640x480 to 2560x1600 (meaning without factor scaling) then you have an really aliased scaled image. wow.
If I stay at 2560x1920, I would have to play at 4:3 aspect ratio, game is still aliased and more obvious on a big monitor, and would have additional the monitor interpolation. And that you call beautiful? Seriously?
___
Nothing wrong with the sprites. The Shotgun now looks even awesome now.
What mainly removes the detail is a bad mipmapping setting.
What is base resolution? 640x480? If I want proper nearest neighbor scaling I would have to use factor scaling - means for example x4 => would reach then 2560x1920 (my native resolution of my monitor is 2560x1600).
If I would scale from 640x480 to 2560x1600 (meaning without factor scaling) then you have an really aliased scaled image. wow.
If I stay at 2560x1920, I would have to play at 4:3 aspect ratio, game is still aliased and more obvious on a big monitor, and would have additional the monitor interpolation. And that you call beautiful? Seriously?
___
Nothing wrong with the sprites. The Shotgun now looks even awesome now.
What mainly removes the detail is a bad mipmapping setting.