![]() ![]() Don't know if the DOS version was also unfiltered, I guess so. I had it on PC, but played it also with friends or cousins on the PlayStation 1. Tomb Raider I from 1996 was maybe THE first 3D game I ever saw or played. Its strange a little bit, but I think the PS1 also played a big role in here. and then I got used to the unfiltered look. But then in the 2010s I recognized that the filtering removes details etc. I was also a long time on the side for texture filtering. ![]() I was born in 1993, so I grew up with CRT monitors and TVs, but to be honest, they were replaced in the 2000s and I do not remember CRTs that good anymore. I had also already the theory that texture filtering was looking better on CRT monitors due to the blending(?) of this technology. It can all be explained on a technical level, but in the end it is mostly subjective (I only say "mostly" because sometimes filtering can just make things objectively unreadable/unrecognizable) and whether or not texture filtering makes things look "better" on a CRT display depends on many factors - and an important one is always going to be the display itself. On a PC monitor, texture filtering has a different effect for many reasons - the fact that TV's and monitors produce completely different images (even a cheap CRT monitor was much more crisp in general than a CRT TV) and even the viewing distance when using a TV vs a monitor. On another TV, it might look like an improvement. On some TV's (using the PS2 bilinear option as an example), filtering can make a game look like shit - it becomes too blurry and unreadable. It is obviously all subjective, but how well texture filtering looks can even vary from TV to TV. I know because I've personally experienced it. Playing on a CRT TV with problems like poor color accuracy and pronounced scanlines vs a CRT monitor (even if it's at the same resolution of the TV) can be a huge difference in terms of how good texture filtering looks in a game. A CRT monitor vs a CRT television makes a big difference. Your post is simply describing what filtering is (it is still helpful though, you describe it in a way that is direct and easy for people to comprehend, I don't mean to insult you). Over time as texture resolutions got larger it was less and less of an issue, but at the same time people just started noticing the problem in older games. The lure of the new was sufficient enough to do that. The textures didn't look as crisp, and the colours were washed-out rather than popping.Īt the time, linear filtering was all new and cool and shiny, and people simply overlooked (or didn't even notice) this as an issue. Quake also had a lot of rock and brick textures where the effect was less pronounced, but still noticeable once you knew what you were looking for. When that's filtered via linear filtering, the texels are interpolated with their neighbours which causes them to blur and become smudged-out. Games like Quake used 64圆4 textures (or even smaller) that had lots of fine, pixel-level detail in them for example, this one: The problem is nothing to do with the type of monitor.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |