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/vr/ - Retro Games


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File: 46 KB, 580x368, glquake.jpg [View same] [iqdb] [saucenao] [google]
3994550 No.3994550 [Reply] [Original]

If you prefer the one on the left you are either a retro gaming hipster or have nostalgia for your old toaster.

No exceptions.

>> No.3994551

>>3994550
I am kind of a retro gaming nostalgia hipster faggot, but I think for Quake i prefer the cleaner look

>> No.3994553

Quake looks like dogshit no matter what render you use.

>> No.3994557

>30fps
Is the real dealbreaker.

>> No.3994561

>>3994550
left was for kids and poorfags who were just lucky enough to have a PC (me)
right was basically for enthusiasts and adults who had jobs and didn't have to wait for their birthday to get a game they wanted

it's less about "preference" and dude i wanna get in there and kill shit in 3D

>> No.3994562

>>3994550
Just from this low quality pic? I'd go with OpenGL just for the resolution, probably. I'd prefer disabling texture filtering though.

>> No.3994565

>>3994562
>I'd prefer disabling texture filtering though.
hipster detected

what's the matter, doesn't look retro enough for you with filtering?

>> No.3994568

>>3994550
Right may have more colors available, but you're blind if you can't see that the left is more colorful

>> No.3994570 [DELETED] 

What if I preferred Hexen II?

>> No.3994573

Yeah no, Software Quake looks miles better compared to blurry glshit.

>> No.3994606
File: 85 KB, 800x399, uhedbqwbpnkqmqjtfuzw.jpg [View same] [iqdb] [saucenao] [google]
3994606

If you prefer the one on the left you are either a retro gaming hipster or have nostalgia for your old toy.

>> No.3994613

>>3994606
holy shit tell me that's not a commercial release

>> No.3994615

>>3994613
http://store.steampowered.com/app/382900/
It is.

>> No.3994619

>>3994565
I prefer the crisper detail. It's the same reason I don't use filtering on 2D games. I can understand why people prefer the smoother look though.

>> No.3994626

>>3994615
>score: mostly positive
ok

>> No.3994636
File: 175 KB, 961x603, DOSQuake.png [View same] [iqdb] [saucenao] [google]
3994636

>Quake looks bad when shown with the lowest possible resolution

Nice bait, OP. Fortunately, even the original DOS Quake could render much higher resolutions - pic related.

Also, it's well known that GLQuake had a ton of bugs that failed to accurately show the original game. WinQuake looks almost identical to DOS and you can still run it on later Windows. It's clear which is better for anyone with taste.

>> No.3994640

>>3994565
Pal, 'filtering' just makes shit blurry. That's literally what it does, makes stuff blurry, we call it 'filtering' because it's blur filter.
Some old games with very low-res textures have them be practically pixel art, designed for a more 'crisp' look with more strict boundaries between color clusters.

I understand that it can make post-2000s games with slightly higher resolution textures look better, but just as with ANY 'fix' it's not universal and depends on what the artist intended when creating the art style for the game.

You want an universal fix that's better than filtering? Just get an HD texture pack.

>> No.3994642

>>3994636
Software mode runs shitloads slower than hardware mode so it makes sense to compare a lower resolution to a higher one.

No matter how much you pump up the resolution of software mode it looks janky.

>> No.3994647

>>3994636
See, that already makes more sense. Sure, it's weird and chunky but Quake was clearly intended to be weird and chunky. It can only render 256 colors, but they were carefully picked for the game's muddy sad atmosphere.

Besides, problem is false dichotomy. Personally I'd probably pick 24 bit color, but no texture filtering because I like crisp textures.

>> No.3994649

>>3994636
This is the way quake should look, and its fine.

>> No.3994668
File: 1.54 MB, 1920x1200, quake.png [View same] [iqdb] [saucenao] [google]
3994668

>>3994636
man it still doesnt capture the original "feel". it supposed to look like this

>> No.3994675
File: 576 KB, 1920x1080, dp20170515053021-00.jpg [View same] [iqdb] [saucenao] [google]
3994675

>>3994550
Joke's on you, I prefer DarkPlaces.

>> No.3994704

>>3994668
what the fuck is this supposed to be

>> No.3994706
File: 386 KB, 2116x742, Quakecomp.png [View same] [iqdb] [saucenao] [google]
3994706

Here's a quick comparison shot. Unfortunately I can't get the original GLQuake to run for a real "What was best in 1997" comparison.

>> No.3994708

>>3994704
id intended quake to be a very sharp game so its sharp like scanlines but with out scanlines to emulate the 1996 experience. all the source port linear filters and smoothness ruins the original intentions for quake its supposed to be a sharp game

>> No.3994717

>>3994708
>id intended quake to be a very sharp game

what is that even supposed to mean. your image looks like you compressed it then ran a sharpener over it and it makes me want to puke.

>> No.3994727

Can OpenGL do this? I don't think so

https://www.youtube.com/watch?v=jQOJ3yCK8pI

>> No.3994731

>>3994717
id never wanted linear filters during quake's development. they wanted a sharp image but using linear filters goes against what the game is about so its like using an xbox controller to play super mario world. none of the developers imagined this

>> No.3994738

>>3994606
it's called faithful recreation

>> No.3994753
File: 39 KB, 441x408, amused finn.jpg [View same] [iqdb] [saucenao] [google]
3994753

>people claiming they know best how quake is supposed to look
>apparently none of them made it past the first level

>> No.3994780

Old 3DX is absolutely disgusting. Bilinear filtering up the ass, fucked up shading...

Also "60 thousand colours" is not an argument because old gamesa never make use of them.

>> No.3994823

>>3994550
Left has a bit more contrast while right looks more washed out although it has better depth. I'd pick left only if I could raise the native resolution to x2 or x4.

>> No.3994836
File: 5 KB, 118x113, barf.png [View same] [iqdb] [saucenao] [google]
3994836

>>3994727

>> No.3994838

acceleration was just a novelty until Quake 2 came out, everything was done with software with mind

MDK devs even complained accelerators couldn't handle the big textures they used so everything was even more smeared out

>> No.3994852

>>3994731
>id never wanted linear filters during quake's development. they wanted a sharp image but using linear filters goes against what the game is about
source?

smells like bullshit to me cause it's not like linear filtering would have even been an option for software rendering mid-90s cpus

>> No.3994854

>>3994838
>MDK devs even complained accelerators couldn't handle the big textures
Because they were idiots who didn't realize that you don't have to load all of your textures in one chunk. No reason you can't break your 512x512 texture into four 256x256 pieces. It would still be faster than software rendering.

>> No.3994863

Best version is vQuake even Carmack prefered the Rendition Verite

>> No.3994868

>>3994854
If MDK engine works like I think it works It wouldn't be possible without remaking all the assets like in the PSX port

Not worth the effort for the handful of early 3dfx adopters

>> No.3994878

>>3994868
Well the point stands that if they properly adapted it for 3D accelerators it would have worked, looked better and played faster too. MDK was just one of those super sloppy source ports that added nothing except fucked shit up, like that Blood one.

>> No.3994890

>>3994753
Why don't they just ask Romero or Carmack on Twitter? They both respond to nearly anything.

>> No.3994901

>>3994852
just look at quake the graphics are broken when you use the linear filters and all the high texture detail is completely gone. it obviously was not the design intention of id to ruin graphics with linear filters. id created a sharp image for quake 1 and you can see this in the original unmodded version try it out on dos you will see that all the source ports ruin the games vision

>> No.3994903

Quake is meant to be dark, noisy, dirty, decayed and industrial. Left captures that atmosphere, right doesn't.

Call me a hipster or a nostalgiafag I don't give a fuck.

>> No.3994907

>>3994901
>just look at quake
so you have no source

> the graphics are broken when you use the linear filters and all the high texture detail is completely gone
nope, don't see it
just see missing high frequency patterns (shimmering, aliasing)

>> No.3994914 [DELETED] 

>>3994901
same goes for quake 2 and half-life. they look more detailed in retrospect but at the time linear filtering was all the rage and seeing non-pixelated textures was rad and futuristic.

>> No.3994920

>>3994901
same goes for quake 2 and half-life. software looks more detailed and "retro" in retrospect but nobody thought that at the time.

3d acceleration was all the rage and seeing non-pixelated textures was rad and futuristic looking.

>> No.3994929

>>3994914
Texture filtering should be more detailed though. I think people have convinced themselves that noise = detail.

When you compare a texture that was filtered vs a texture that wasn't, four times the number of texels had to be sampled to produce the filtered image vs the non-filtered image. That basically means that the filtered image represents more data from the original texture than the non-filtered image.

And bilinear isn't some kind of loopy, radical algorithm that takes those texels and fucks with them. It's an extremely simple method. Bilinear's only flaw is that it can fuck with straight lines when there are jarring contrasts between colors. But straight lines (and I mean fully straight on a pixel level) don't often appear in textures because it looks unnatural. Even a straight piece of metal would look unnatural if there wasn't some dirt or rust accumulating around it.

>> No.3994930

>>3994920
>seeing non-pixelated textures was rad and futuristic looking.

It still is, even on this board. All the fags use filters of all sorts because they literaly think that "if you see a pixel than the game is ugly", because they don't even know what a pixel is.

The kind of mentality brought by publishers, hardware sellers, and "pro" reviewers, who all literaly count the number of pixels and polygons on a screen to judge if a game has "good graphics" or not.
This is why clueless people do everything in their power not to have sharp pixels.

>> No.3994948

>>3994930
then why are all these modern "retro" style fps games purposely aping the software look.

it's all a matter of opinion clouded by nostalgia. not to mention 3d acceleration ran way fucking faster than software.

graphics will always be judged on a technical polygon pushing level as well as aesthetics because not everyone is a nostalgic hipster like us and enjoy chunky graphics.

>> No.3994950

>>3994930
>This is why clueless people do everything in their power not to have sharp pixels.
It's the other way around, hipster bandwagoners idolize sharp pixels, buy scart cables and even mod their old consoles to display rgb because they think that's how old consoles should look. They want their systems to look like their. emulators and don't give a crap about losing those dithering effects only RF and Composite can display as intended. Sharp pixels = posers.

>> No.3994956

>>3994708
the colors look odd in that pic.

source: playing quake when it first came out, and ever since.

>> No.3994961

low resolution software modes look nice as screenshots on /vr/ but when you actually compare the two in motion only a hipster retard would want to play the disgusting sea of pixels that is 300x200 software mode.

>> No.3994968 [DELETED] 

>>3994961

Quake was capable of rendering arbitrary resolutions, though. Just pick a higher one.

>> No.3994978

>>3994948
>then why are all these modern "retro" style fps games purposely aping the software look.
because it's about hipsterism dingus

>> No.3994979

>>3994950
>They want their systems to look like their. emulators and don't give a crap about losing those dithering effects only RF and Composite can display as intended

I love how everyone keeps saying this even though, in the end, only a low minority of games actually took advantage of, or even took into account, the flaws of CRT TVs to design their games.
In most games a round is round when the pixel is square and scanlines or dithering aren't even taken into account and were just a burden to the devs.

This entire argument is nostaliafags trying to persuade themselves that their nostalgia is "the intended way" when the argument only holds up in some rare exceptions, exceptions which they'll have a pleasure to shove in your face because that's all they have.

>> No.3994984 [DELETED] 

>>3994979

Does it really matter when there are starving children in Africa though, Anon?

>> No.3994995

>>3994984
There's not much you can do until the dialectic is in motion again and a spontaneous organization of the working class appears in the first world. Escapism is the life.

>> No.3995003

>>3994979
>only a low minority of games actually took advantage of, or even took into account, the flaws of CRT TVs to design their games.
Like 90% of the Megadrive library uses some kind of dithering effect. Sometimes, extensively.

>> No.3995014
File: 271 KB, 1163x899, Original Quake.png [View same] [iqdb] [saucenao] [google]
3995014

This is quake straight out of the box, in a higher resolution. I don't think dosbox really touches the color or pixels or anything. I could be wrong. Seems to look like it did back in the day when it first came out though.

Looks fine to me, nice high pixel count for the time, except perhaps for the gun

>> No.3995035

>>3994550
thems fightin' words, billy.

>> No.3995051

>>3995014
>nice high pixel count for the time
anything higher than 320x220 basically crushed 1996 CPUs in software mode

>> No.3995064

>>3995051
It really didn't. We played it on an average computer and it was fine in all resolutions. The only problem you would have is that some resolutions would show up as black or as grey static weirdness, so you had to know which ones to avoid.

>> No.3995069

>>3995051
Only if your '96 CPU was a '94 CPU.

>> No.3995072
File: 90 KB, 666x408, quake bench.jpg [View same] [iqdb] [saucenao] [google]
3995072

>>3995064
>>3995069
thanks for your input our fellow historical revisionists

>> No.3995073

>>3994878
Blood came out only on DOS though

>> No.3995076

>>3995073
There was a 3DFX patch. But it was shit.

http://www.r-t-c-m.com/knowledge-base/documents-online/setup-dosboxemu-3dfx-blood.html

>> No.3995078

>>3995072
Oh so you're one of those kids from /v/ who think anything below 60FPS is literally unplayable.

>> No.3995083

>>3995078
mouse and keyboard games are unplayable under 30fps, which the game would be at resolutions over the lowest one even with a good 1996 cpu

>> No.3995089

>>3995083
>mouse and keyboard games are unplayable under 30fps,

>>>/v/

Stay there until you grow up a bit ok kid? Thanks.

>> No.3995090

>>3995072
I'm guessing you never played quake back in the day?
20 fps was perfectly acceptable in 1996, if that chart is even remotely accurate.

>> No.3995095

>>3995072
>accuses others of historical revisionism
is attempting to revise history

were you even born when quake was released?

>> No.3995108

>>3995095
WERE YOU?!

>> No.3995109

>>3995095
he's saying that this "high resolution software mode" that everyone was playing in is bullshit, and he's right.

anyone that was playing quake in software mode was doing so in 300x200. anything higher was going into teen/single digit fps.

>> No.3995150

>>3994565
the textures were clearly meant for unfiltered display. tons of detail is communicated via single-pixel lines and gets destroyed by blurring.

>> No.3995153

>>3994550
both are gay; play it like this:

https://www.youtube.com/watch?v=LOenE94-_p0

>> No.3995157

>>3995109
WinQuake was around at the same time as GLQuake. Also, nobody cares how people played it back in the day, do you also play Doom with a keyboard?

>> No.3995164
File: 180 KB, 646x512, Q2AbSIRD_5.jpg [View same] [iqdb] [saucenao] [google]
3995164

>>3995153
By the way, Quake 2 was meant to be played like this: http://www.leweyg.com/download/SIRD/q2/

>> No.3995172

>>3994550
I am a retro gaming hipster and have nostalgia for my old toaster but I played glide Quake in the late 90's.

>> No.3995176

>>3995150
That's the exact reason why you filter, the textures are not high definition enough for that resolution.

>> No.3995220
File: 568 KB, 1000x750, IMG_0005.jpg [View same] [iqdb] [saucenao] [google]
3995220

>>3994550
This is such a dumb thread, did you really think it through before posting?

Here, have some Quake on a Voodoo 2 SLI toaster and a dot matrix printer printout of the correct state of /vr/, on behalf of a retro gaming nostalgic hipster.

>> No.3995226

>>3994727
>Can OpenGL do this?
Yes?

>> No.3995240

>>3995164
>Welcome to Quake II as it was never meant to be.

>> No.3995246 [DELETED] 

>>3995157
read the comment thread you fucking retarded invalid

>> No.3995256

>>3995157
read the comment chain you fucking retarded invalid, we are literally talking about how we played it back the day.

people are acting like they remember quake looking like >>3995014 when the actual resolution was 1/4 that.

>> No.3995276

>>3994550

If you nostalgia for the left image, then you never had a decent video card. Shit, I had an awful ATI Rage Pro, and even it could handle Quake I.

>> No.3995290

>>3995220
nice

>> No.3995360

>>3995240
The effect in motion is really interesting the first time you "see" it and it's actually somewhat playable. At least until the novelty wears off and the eyesore sets in.
Which should take about 5 minutes.

>> No.3995839

>>3994557
Big time deal breaker. I remember I refused to play video games for years and years because if it wasn't 60 fps, I just sniveled and looked down my nose at it. Only true gamers know that 60fps is superior to everything else, all the time, no exceptions. Finally, someone has the taste and class I require. I tip my neck beard, fedora, leather duster, and cheetos at you sir.

>> No.3995848

>>3994557
Doom was capped at 35FPS

>> No.3995850

>>3995848
...and you really don't need it to be any more then that

>> No.3995851

>>3994995
>until the dialectic is in motion again
That's where you're wrong, kiddo. Nice try tho.
>Spontaneous organization of the working class appears
That's where you're wrong, kiddo. Nice try tho.

>> No.3995859

>>3995072
Ah yes. I see. Mm hm. That is certainly a graph. And it has bars on it, I can tell you that. Check and mate.

>> No.3995863

>>3995850
If you play online having higher framerates will definitely help. There's a reason people disabled textures and lighting in Quake for better performance.

>> No.3995864

>>3995863
We are talking about Doom if you didn't notice.

>> No.3995868

>>3994550
I honestly believe the left one is better looking because it's less blurry.

>> No.3995869

>>3994557
>>3995839
>>3995863
Quake has a 72 FPS cap though.

>> No.3995878

>>3995868
That's because it's a shitty picture

>> No.3995880

>>3995869
I was just trying to be sarcastic to the 60fps meme doofus. I know 30 is fine.

>> No.3995884

>>3995880
>I know 30 is fine.
30 is bare minimum for a enjoyable experience

>> No.3995890

>>3995880
>30 is fine

not for competitive play. 60 FPS is something like 16~ milliseconds of frame lag. 120 FPS is ~8 milliseconds. 240 FPS is 4 milliseconds. Probably not relevant to the average player but any advantage you have in a competitive scene is good.

>> No.3995906

>>3995890
Not a problem when everybody is playing 30 FPS.

>> No.3995942

>>3995164
What the actual fuck is this?

>> No.3995964

>>3995906
True but speaking as someone who is very high ranked in QuakeLive being forced to play at 30 FPS would be a disaster. it's just bad for first person shooters.

>> No.3995965
File: 102 KB, 640x400, quake01.gif [View same] [iqdb] [saucenao] [google]
3995965

Honestly, I've tried several ports and I still go back to WinQuake when I play the original levels. I just like its whole aesthetic and it runs without a hitch on a win7 laptop, despite many claiming it's supposed to run like crap.
Similarly with Doom, it just feels inconsistent to play ancient levels with fancy new visuals. Even smooth animation is weird after you play Software for a while, and high resolutions just showcase the outdated models in an awkward way.

Ports like QuakeSpasm are just fine, but I love my fugly low res Quake. If that makes me a hipster, sure whatever.

>> No.3995973

>>3995965
3dfx glide Quake is the bestest though

>> No.3996009
File: 174 KB, 1024x768, Quake.jpg [View same] [iqdb] [saucenao] [google]
3996009

How come my version of Quake looks so different compared to any of the screenshots here?

>> No.3996021

>>3996009
It's a PC game, it looks how you configure it.

>> No.3996058

>>3996009
>>3996021
you need an authentic dos/windows 95 computer to play quake 1. quake is not faithfully playable on modern computers and its basically like using an emulator. id didnt intend for you to have all these fancy high resolution effects and linear filters during development. they had one experience in mind and all these modern configurations ruin it

>> No.3996063

>>3996058
>quake is not faithfully playable on modern computers and its basically like using an emulator.

No, it's "like" playing a port. Which it IS.

If it were "emulated", it would be emulating an early Pentium and a Soundblaster card. And the modern versions of Quake do neither.

>> No.3996071

>>3996058
There is no difference between playing it on a modern machine or an old Windows 95 machine. As long as you play the same WinQuake or DosQuake binary. You can't make it look better if the game does not support it, it has nothing to do with emulation.

>> No.3996082

>>3995157
>you also play Doom with a keyboard?
Yes? Who the fuck doesn't?

>> No.3996102

>>3996082
I play Doom with keyboard but Quake with mouse since you can lay something on the "mouselook" key to stop the stupid
>Move mouse up = Move forward
thing that all retro FPS games had.

>> No.3996112
File: 27 KB, 360x270, 35216-quake-mission-pack-no-i-scourge-of-armagon-screenshot.jpg [View same] [iqdb] [saucenao] [google]
3996112

>>3996063
>>3996071
it is just the same as emulators because the vision for the game is destroyed by players adding modern 4K linear filters no one at id imagined of in 1996. modern gamers are used to fancy 60fps and laser mice with perfect accuracy so they force it in the source ports which destroys quake's intended grimy claustrophobic atmosphere. they want to treat quake like an easy halo game with dubstep and bright colors but thats not what the quake developers envisioned

>> No.3996113

>>3996102
>Quake with mouse since you can lay something on the "mouselook" key to stop the stupid
You know you can just enable mouselook in the console without having to hold down the key? Even a crosshair.

>thing that all retro FPS games had.
Yes and after the novelty of using a mouse in a FPS game wore off, nobody actually used a mouse for games like Doom and stick to the keyboard.

>> No.3996114

>>3996082

I've always used mouse/keyboard combo. Mouse to change the "look" direction, to fire, and to activate doors; keyboard to move/strafe, change weapons, check map, etc...

>> No.3996123

>>3996112
>it is just the same as emulators
It's not, it's running native code compiled from the actual source. But this is irrelevant in the first place if we talk about the original Quake.

>modern 4K linear filters no one at id imagined of in 1996
Even if you emulate it, witsch would be if you run the DOS version of Quake in DOSBox instead of native DOS environment you could easily boot up with a USB stick. It would still be limited to the same options and effects that original Quake had.

>modern gamers are used to fancy 60fps and laser mice with perfect accuracy so they force it in the source ports which destroys quake's intended grimy claustrophobic atmosphere
There is nothing stopping you from running the original Quake binary natively on a modern computer and if you do that you can't have any more effects, higher framerates or resolutions then back in the day.

If you are talking about source ports, it's nothing like emulation, but you can add expanded options that where impossible back in the day because of hardware restrictions, but nobody said they are talking about a source port.

>> No.3996132

>>3994550
Snes vs N64

>> No.3996142
File: 64 KB, 465x360, qRD65ZI.png [View same] [iqdb] [saucenao] [google]
3996142

>>3995942
Remember those "magic eye" pictures, where you crossed your eyes until you saw a sailboat in 3D?

Somebody wrote a renderer that allows you to play Quake 2 that way. Only god knows why.

>> No.3996158

>>3996142

Actually, you had do diverge your eyes to see them. If you crossed your eyes on most Magic Eye pictures, you would see visual gibberish.

>> No.3996184

>>3996158
correct, it depends on the way they were made, so either can be correct.

For most, the process resembles looking "through" the picture, but "crossing your eyes" is a term that everybody is immediately familiar with.

>> No.3996208

>>3994557
I don't know about Quake, but 35 FPS in Doom is somehow very enjoyable. It feels snappy enough.

>> No.3996221

>>3995864
I was the one that brought up Doom's cap.

>> No.3996226

>>3996221
Congrats?

>> No.3996230

>>3996142
I'm horrible at these things, is it a butterfly?

>> No.3996231

>>3996226
Congrats on being retarded? The point is higher framerates are inherently better for online play when achievable.

>> No.3996247

>>3996231
Yes, but how is this related to Doom that was: >>3996208

>> No.3996251

>>3996230
It's goatse

>> No.3996256

>>3996247
see
>higher framerates are inherently better for online play when achievable

>> No.3996280

>>3995220
Beautiful

>> No.3996334
File: 429 KB, 1280x960, goatse_multiplayer.png [View same] [iqdb] [saucenao] [google]
3996334

>>3996142
>>3996251

This brings back memories of the multiplayer level I once made.

>> No.3996340

>>3996334

Complete with wedding ring.
Gotta love attention to detail.

>> No.3996346
File: 212 KB, 1280x960, The other side of the goatse.png [View same] [iqdb] [saucenao] [google]
3996346

>>3996334
It was partially inspired by DM6, one of the Deathmatch maps that came with the game. Camping inside that hole with the Rocket Launcher and Megahealth was a favorite pastime on LAN parties.

This is what it looks like from the inside. The dong had one of those wind-pushing effects overlaid onto it, so "walking the plank" would catapult you right into the hole.

>> No.3996353
File: 213 KB, 1280x960, The entrance.png [View same] [iqdb] [saucenao] [google]
3996353

Of course DM6 had a portal which could put you right into "the hole", as we called it, making it harder for campers to hold the position. goatse.bsp features a similar way of access.

I don't event want to know how much time I wasted on this back in the day.

>>3996340
Glad you noticed. You could rocketjump onto the ass cheeks to get the invincibility and quad damage.

>> No.3996436

>>3996334
>>3996346
>>3996353
Is there any map compiler for Quake 1 that incorporates the radiosity featured in Quake 2? Albeit with no colours.

>> No.3996441

>>3994550

They look exactly the same. Is this just one enormous troll thread?

>> No.3996461

>>3994550
I grew up with 3DFX so I've always thought the image on the left is what people got with integrated graphics.

>> No.3996465

>>3996334
hell yeah

>> No.3996482
File: 55 KB, 640x480, quak.png [View same] [iqdb] [saucenao] [google]
3996482

Can your renderer do this?

>> No.3996549

>>3994984
Do the humanitarian thing and advocate for genocide like I do.

>> No.3996552

>>3995108
Of course. I was like 10 years old

>> No.3996557

>>3995078
So you didn't play PC games growing up did you? Or did you just play games on your family's compaq?

>> No.3996562

>>3996557
>literally thinking sub 60FPS is unplayable

So this is the state of neo-/vr/.....

>> No.3996565

>>3996557
Tell us what supercomputer you were using when Quake 1 and 2 came out for 60FPS at a decent resolution

>> No.3996569

>>3996557
I started on a god damn Commodore 64 and moved up to a 66mhz 486. PC gaming has always been about pushing things to the limit. WHY THE FUCK wouldn't you want to play at 60fps?

>> No.3996574

>>3996565
I had a 3D Monster Add-In 3DFX Card and P55C Pentium with 64MB of Ram.

>> No.3996578

>>3996574
Can't recall the audio card. Or if the Add in Card was 12MB or 16MB.

>> No.3996579

>>3996562
there is no reason to run these games at 30fps today

>> No.3996587

>>3996565
Quake 2 I had a Geforce 256 Annihilator. I'm sure that was late in the game but I don't remember if I had something in-between it and the 3dFX add on.

>> No.3996595
File: 8 KB, 490x377, quake2.gif [View same] [iqdb] [saucenao] [google]
3996595

>>3996565
It wasn't difficult.

>> No.3996635

Why were Quake's colors such a big deal?

The entire game is brown.

>> No.3996638
File: 22 KB, 254x339, image46.gif [View same] [iqdb] [saucenao] [google]
3996638

>>3996595
Pentium 3 didn't even exist when Quake 2 came out.

>> No.3996646

>>3996638

Which has fuck-all to do with whether or not Quake II was played on Pentium III computers. Quake II was popular for YEARS. Even after QIII Arena was released (mostly because a lot of people didn't have rigs that played QIII with any quality).

>> No.3996651
File: 103 KB, 800x600, 5311b3ef3aebb.jpg [View same] [iqdb] [saucenao] [google]
3996651

>>3994550
playing in software renderer is always maximum comfy. it's the only way to play hl / cs

>> No.3996656

>>3994606
That looks like an RPGMaker game.

>> No.3996667

>>3996646
Two years in the '90s was like ten years of technological improvement now. Pentium 3's were a big jump in processing power.

>> No.3996674

>>3994550
I was three when I first laid eyes on the left panel.

>> No.3996678

>>3996158
It wouldn't be strictly gibberish - the depth of the resulting image would be inverted. So far away things would be closest to the viewer.

Looks quite mad with this goatse one.

>> No.3996686

>>3996482
>why isn't this file called quake15.pcx?

>> No.3996834

>>3994550

Alright you baited me

>Ordinary VGA Quake 320x200
>glquake.jpg (46 KB, 580x368)

Come back when you have a properly upscaled 620x400 nearest neighbor in PNG format

>> No.3997067

>>3994727
I was okay for the first few, but then that one that looked like a bad cone of regret... yick. Although, happy for the guy who can play like that. He's miles ahead of me in the skill department.

>> No.3997196

>>3996667
no p3@450 performs almost the same as a p2@450. SSE did jack shit for gaming

>> No.3997201
File: 128 KB, 1500x600, quake darkplaces.gif [View same] [iqdb] [saucenao] [google]
3997201

>>3994675

>> No.3997208

>>3997196

Memory bus speeds were double on most PIII boards compared to their PII counterparts. Nearly every P3 board came with AGP 4x, too.

>> No.3997315

>>3994890
Romero objectively prefers Doomsday with all those shitty glow effects turned on, I love the guy but he clearly doesn't give a fuck about purity

Carmack is too busy trying to figure out how to make the real world look like Wolfenstein 3D to care about anything else

>> No.3997321 [DELETED] 

>>3997315

>Carmack is too busy trying to figure out how to make the real world look like Wolfenstein 3D to care about anything else

So, he's finally snapped, is what you're saying?

>> No.3997325 [DELETED] 

What Quake editor do you fags use?

>> No.3997328

>>3995083
Have you ever played Quake though? Its monster AI is best described actually as "artificial intelligence" because there is nothing intelligent about it. The challenge in old Quake is mostly about the number of them and, if your computer was a little shittier, dealing with the framerate. Like the tank controls in Resident Evil, it enhanced the game.

>> No.3997334

>>3995164
Look! A sailboat!

>> No.3997347
File: 29 KB, 347x260, 1263894590787.jpg [View same] [iqdb] [saucenao] [google]
3997347

>wanting Quake of all games to look clean

I suppose you drink your coffee green and unroasted, and your scat porn features no diarrhea either?

>> No.3997352

>>3997321
I was making an obtuse joke about how Carmack is into VR but is so obsessed with it that he thinks he could make a computer that could change the fabric of the world to be rendered like Wolfenstein 3D

So pretty much

>> No.3997357

>>3997347
>I suppose your scat porn features no diarrhea either?

Who doesn't prefer nice solid logs in their scat porn?

>> No.3997358

>>3996353
Do you have this map? It sounds [spoilers]fun[/spoilers]

>> No.3997359
File: 1.43 MB, 1920x1080, 455656.png [View same] [iqdb] [saucenao] [google]
3997359

>>3994550
glquake without the texture filtering is the true enthusiast choice over the blurry shit on the right side

>> No.3997367

>>3997359
texture filtering only became acceptable with quake 3

>> No.3997370
File: 7 KB, 313x326, sigh.png [View same] [iqdb] [saucenao] [google]
3997370

>>3997357

So pedestrian

>> No.3997378
File: 3.37 MB, 1920x1080, r_texturemode gl_nearest no mipmap.png [View same] [iqdb] [saucenao] [google]
3997378

>>3997367
no it didn't because it was also even better without it fuck you

>> No.3997383
File: 70 KB, 640x480, QuakeII_2_gl.jpg [View same] [iqdb] [saucenao] [google]
3997383

>>3997367
This might come as a shock to you, but id Tech 2 and Quake II were built with accelerated graphics in mind.

>> No.3997384

>>3997378
looks like cr*p unfiltered to be honest

>> No.3997385
File: 2.69 MB, 1920x1080, 6745876.png [View same] [iqdb] [saucenao] [google]
3997385

>>3997378

>> No.3997390
File: 2.28 MB, 1920x1080, example.png [View same] [iqdb] [saucenao] [google]
3997390

>>3997384
it isn't even just quake 3, what about unreal?

>> No.3997393
File: 343 KB, 1366x768, 07-05-2017-20.15.jpg [View same] [iqdb] [saucenao] [google]
3997393

>>3997378
>falsely using unfiltered textures
>stretched 2D
l ol

>> No.3997394
File: 614 KB, 1920x1080, example.png [View same] [iqdb] [saucenao] [google]
3997394

>>3997390
or half life, here is something that actually looks like a keyboard

>> No.3997396
File: 3.74 MB, 4032x3024, IMG_20170511_181639.jpg [View same] [iqdb] [saucenao] [google]
3997396

>>3997383
yes but Quake 3 has much higher resolution textures and required hardware acceleration right off the bat

>> No.3997402
File: 1.50 MB, 1920x1080, example.png [View same] [iqdb] [saucenao] [google]
3997402

>>3997393
wot?

>> No.3997408
File: 110 KB, 640x480, QuakeII_2_vga.gif [View same] [iqdb] [saucenao] [google]
3997408

>>3997396
I can't stand Quake II specifically without texture filtering, the gun textures are made of diamonds. Shitty ass UV mapping.

>> No.3997409

>>3997383
quake 2 has the worst example of texture filtering ive ever seen, do yourself a favor and type gl_texturemode gl_nearest

>> No.3997413
File: 221 KB, 1024x768, shot-20170515-230804.jpg [View same] [iqdb] [saucenao] [google]
3997413

>>3997408
quake 2's uv maps are a lot better than quake 1's based on what i've seen for characters
quake 3's are much better than both and use space much more efficiently

>> No.3997417

>>3997367
>texture filtering only became acceptable with quake 3
When people say this it only confirms my suspicion that people are hipsters that want a 'retro vibe' from their games.

Quake 3 isn't as retro as Quake 1 and 2 so hipsters quenching to get a retro vibe from it is lesser.

>> No.3997424
File: 612 KB, 1600x900, 08-05-2017-00.15.jpg [View same] [iqdb] [saucenao] [google]
3997424

>>3997413
You seem to be sticking with filtering, why aren't you going all the way with anti-aliasing and anisotropic?

>> No.3997436
File: 2.31 MB, 1920x1080, full.png [View same] [iqdb] [saucenao] [google]
3997436

>>3997417
i don't understand why people are hipsters for preferring unfiltered textures. filtered textures look like blurry shit, why the fuck do people willingly put up with vaseline smearing on their screen? even in some newer games, i think for example morrowind looks better without texture filtering and also consoles such as nintendo 64 look way better with texture filtering disabled. texture filtering is just hamfisted "advancement" and people seem to like it but i genuinely cannot understand why or why developers often don't officially give an option to turn it off. it is worse than chromatic abberation and depth of field

>> No.3997438

>>3997417
or y'know it's the fact that the texture maps more or less doubled in size
congrats on being an even bigger hipster faggot though

>> No.3997446
File: 96 KB, 615x593, 887478784633.jpg [View same] [iqdb] [saucenao] [google]
3997446

>this entire thread

>> No.3997450

>>3997424
I don't think quake3e offers any of those visual features and i can barely notice the jaggies on my CRT

>> No.3997459
File: 2.27 MB, 1920x1080, Screenshot_Doom_20170516_013127.png [View same] [iqdb] [saucenao] [google]
3997459

HEY GUYS I JUST INSTALLED DOOM FOR THE FIRST TIME IF YOU DON'T ENJOY IT LOOKING LIKE THIS YOU ARE A HIPSTER

>> No.3997465
File: 145 KB, 640x402, 5656787856.png [View same] [iqdb] [saucenao] [google]
3997465

ahh love me some frogger after work

>> No.3997487

>>3997413
neither q1 or q2 or even q3 had uv maps at that time

that came with Doom3 and took a while to catch on with the rest of engines

>> No.3997491

>>3997487
you seem to be mistaking UV mapping for skeletal animation or bump mapping

>> No.3997669

>>3994979
>took advantage of, or even took into account, the flaws of CRT TVs
That's a misnomer when it comes to using dithering.
They used dithering because they didn't have a choice. The fact that shitty composite and RF connections somewhat blurred the dithering was just a lucky bonus.
Plenty of PC, home computer and arcade games used dithering and they had CRT screens connected via RGB and you can see every detail clearly.

>> No.3997718

>>3994550
Playing left on my retro rig. 20 Fps when lucky. OpenGL plays better, but I like the faux sharpness and lighting of the original more.

>> No.3997725

>>3997390
Unreal uses it's own funky brand of software filtering courtesy of epic's demoscenic wizardry. There is no way to get "sharp pixels" in it, and that is completely fine as the game was intended to run in trilinear.

>> No.3997734
File: 2.21 MB, 1920x1080, utditheronn8jny.jpg [View same] [iqdb] [saucenao] [google]
3997734

>>3997725
>There is no way to get "sharp pixels" in it,

you can turn off the texture dithering in unreal and get regular unfiltered textures

before

>> No.3997736
File: 2.38 MB, 1920x1080, utditheroff20j0r.jpg [View same] [iqdb] [saucenao] [google]
3997736

>>3997734
and after

>> No.3997753

>>3997669
CRT dithering is still a thing even with RGB

>> No.3997754

>>3994565
I'd argue bilinear filtering is retro and aged like milk. Fuck that blurry trash.

Rather not filter at all if that is my only choice.

>> No.3997761

>>3995072
>He thinks 60fps was the norm in 1996

Youngfag detected.

>> No.3997763
File: 2.36 MB, 1920x1080, 006.jpg [View same] [iqdb] [saucenao] [google]
3997763

>>3997393
linear filters like the ones in quake 3 are even worse than the quake 1 ones. the quake games are grit with grime and have a naked oppressive industrial soul to them which you cant get with the linear filters. with sharpening you get some soul back but quake 3 looks way worse imo just because the game was designed with linear filters unlike older fps games

>>3997436
>texture filtering is just hamfisted "advancement" and people seem to like it but i genuinely cannot understand why or why developers often don't officially give an option to turn it off.
it started because of jon carmack. he collided with graphics companies in the 90s after quake 1 by doing tech conferences, and started promoting "features" that people didnt need, so that nvidia and 3dfx could increased their sales. this is why each quake game feels more "corporate" and generic than the one before it because they were made to profit from graphics card sales not because they liked games

if only romero was there to stop carmack then gamers would never have to deal with linear filtering shit shoved down your throat. but the graphics companies demand it in order to push their unnecessary products and graphics card sales

>> No.3997792

>>3997734
The picture you posted only works with CRTs and is superior to >>3997736 on one.

>> No.3997794

>>3997465
What are you implying here?
Frogger never had 3D acceleration or built in graphics options/filters. Quake did.

>> No.3997796

I'd say this >>3995220 looks far better then your image

>> No.3997828
File: 535 KB, 1000x750, HFkbd.jpg [View same] [iqdb] [saucenao] [google]
3997828

>>3997394
Wow dude.
Would you look at that! This looks like a keyboard too, with the benefit of not looking like a pixelated mess.

>> No.3997836
File: 380 KB, 1280x960, GL.png [View same] [iqdb] [saucenao] [google]
3997836

>>3996436
Try this: http://ericwa.github.io/tyrutils-ericw/
It's a branch of TyrUtils which is used in map compilation. Not sure if it will require TyrQuake to play the maps, but it's a solid client. Faithful in looks and feel, but with bugfixes and enhanced capabilities.

>>3997325
I used Quake Army Knife (QuArK), but that was a long time ago.

>>3997358
Of course I have it. I made it, after all.
Sadly, the source files have been lost, but I managed to save two versions. There may be minor balancing differences between the two, but both should be "playable":

uploadfiles DOT io/syiin
uploadfiles DOT io/hoghq

Some notes:
- Apart from the main attractions, the map design is rather crude and bland, extensively using default textures. I was still rather proud of it back then, I was about 14 or 15 years old.
- The map is designed for fast-paced deathmatches with 2-4 players in mind. It's rather small, actually, but allows for different approaches for most targets.
- Some places are intentionally left unlighted to allow for some fun, confusing "poking in the dark".
- Invincibility and Quad damage can be reached by rocketjumping. Try landing on the ring and work your way up from there.
- Most spawn points will put you right in front of a nailgun to improve your odds against a player who dominates the map with the RL. There is a rare chance to be spawned underground with the ring of invisibility and being transported into "the hole".
- Getting out of the underground chamber that holds the lightning bolt is a bit tricky. Push the left button, wait a moment, then push the right button and step onto the elevator. If your timing is not right, you will be gibbed. Couldn't get it to work any other way.
- Walking over the dong will catapult you into the hole. You can also bombard those camping there by launching grenades into the "pusher-box", using the conveniently placed grenade launcher. :)

>> No.3997841

>>3997794
quake didn't until glquake and even if it is official it looks like shit

>> No.3997847

>>3997725
completely fucking wrong, i even posted a picture. i can even post the way to get unfiltered textures that also works in unreal tournament

1.) Download the latest unofficial patch for Unreal http://www.oldunreal.com/oldunrealpatches.html.. NOTE: Which one you download will depend on whether or not you have the Return to Napali addon. If your game says Unreal Gold, it will have it installed.
2.) Install the renderer by running the installer and pointing it to your Unreal directory.
3.) Open the Unreal/System/Unreal.ini with your text editor.
4.) Add these lines under [OpenGLDrv.OpenGLRenderDevice];
HighResTextureSmooth=False
LowResTextureSmooth=False
UseTriliear=False
UseAA=False
NoFiltering=True
UseMipmapping=False
SwapInterval=0
UseVsync=0
FrameRateLimit=60
-and then save.
5.) It should autochoose OpenGL for you on next run, but if not just open Unreal, then Options, and then preferences.
6.) Under Video Driver press the Change button.
7.) Finally press Show other devices in the bottom right and then select OpenGL Support.

Custom resolution - Under [WinDrv.WindowsClient] you can change the resolution to a custom value.
Weapon remapping - For some reason this isn't working for Unreal Gold right now for me, maybe the unofficial update broke it? Anyways you should be able to remap any weapon in the game to specific keys in Unreal/System/User.ini.
Custom FOV - You can change your FOV in the console by pressing ` and then typing fov 108 or whatever you like.

>> No.3997852 [DELETED] 

>>3997836

Any experience with TrenchBroom?

>> No.3997858

>>3997828
looks like blurry bubble shit

>> No.3997859
File: 1.02 MB, 540x540, 56678984.gif [View same] [iqdb] [saucenao] [google]
3997859

>>3997852
not him but i have experience with it and it works great. check out the quakepasta in the /vr/ doom thread for a big guide that mostly details everything you would want to know
http://pastebin.com/cpjZmazY

>> No.3997869

>>3997852
Sorry, but I quit map making after the visual shitfest you see.

It was my swan song, if you will.

>> No.3997875 [DELETED] 

>>3997859

It's not working for me, guy.

>> No.3997881

>>3997828
>not looking like a pixelated mess
obviously, nobody actually plays Half-Life with software rendering or without filtering

>> No.3997882

>>3997847
>using a hack to make your game look worse
wut

>> No.3997887

>>3997841
>quake didn't until glquake and even if it is official it looks like shit
GLQuake was released a few months after Quake.
Nobody played software rendering if they had the option for 3D acceleration, as it does look far better.

>> No.3997905

>>3997882
That's exactly what everyone do with their "HD textures" packs though.

>> No.3997906

>>3997882
you can use software filtering in unreal as well without the opengl update there is just no reason not to. do you refuse to use deus exe to remove mouse filtering, because its third party? or the mouse resolution fix for dark souls? such an arbitrary reason not to fix your fucking game

>> No.3997918

>>3997906
>such an arbitrary reason not to fix your fucking game
It's not a fix, it's just a configuration edit for unfiltered textures, most of the time it looks like shit.

It's like telling a truck driver to fix their diesel engine because gasoline burns much better.

>> No.3997921

>>3997918
cleaner* not better

>> No.3997923

>>3997905
yes, but we where talking about original textures, nobody mentioned hd textures, is your autism making you see things?

>> No.3997924

>>3997828
you've turned the sharp edges of what are supposed to be rectangles into gradients. keyboards are not made of cotton candy.

>> No.3997929

>>3997924
Neither are they made of huge pixels trying to resemble a keyboard.
You do know this is how it was intended to be played? The textures are optimized to be filtered and played of a CRT.

>> No.3997932

>>3997924
yet it's much better than unfiltered, just because that's how it looked thanks to hardware limitations

>> No.3997934

>>3997905
Looking at YouTube videos of people playing the HD texture packs though, they still look nice and sharp though, just not eye piercing.

>> No.3997937

>>3997887
well its a good thing im preaching the use of 3d acceleration without garbage texture filtering, best of both worlds

>> No.3997938

>>3997923
My point is, you shouldn't act suprised at people going through so much effort to make their favourite games look like shit.

>> No.3997939

>>3997924
I know it's weird when you are young and clueless about those things, but no, it's not supposed to be a pixelated shit, it's supposed to look like cotton candy because that's the best it could do on the toasters of the time. People still preferred it as it looked more natural than a 3D world full of pixel sprites.

>> No.3997943

>>3997918
thats a bad comparison and you know it is, im talking about a videogame, and you were shitting on it not because it wasn't an improvement or was or whatever but because it was third party and that was all

>> No.3997946

>>3997938
It's /vr/ autism mostly. You're right though. When you look at even older consoles people do even more retarded shit.

>> No.3997947 [DELETED] 

>>3997875

I love Anons who show up and then never fucking respond again. So helpful.

>> No.3997948

>>3997929
but it looks better. i don't care if it clashes with what you imagine was the intent of some unspecified person. i'd go insane if i had to worry about what some hypothetical developer did or did not want to happen to their textures every time i played a game.

>> No.3997949

>>3997943
its not 3rd party though if you can do it in the configuration files of the game, it's just shit, not better or worse

>> No.3997953

>>3997948
It looks better to you and sure, go for it.
I also don't care, that's why I won't fuck with it in the first place, I play the game with a recommended machine, that included 3D acceleration as part of the game, no problem.
I just correct autists who think that's how it's supposed to look, because nope, those textures are made to be filtered to look proper.

>> No.3997962

>>3997949
at least now weve hit a logical polarized position, you fucking faggot

>> No.3997963

>>3997394
I hate to cross my eyes and make them blurry to see the keyboard in that image
>>3997828
this one already does it for me, at least it's straight forward

both look like shit though, one just less shit, but that's to be expected from the hardware of the time

>> No.3997967

>>3997939
>it's supposed to look like cotton candy
supposed by whom?

>People preferred it
why would that matter? do you think people have some duty to fit their current opinions to approximate past consensus? i played this game as a teen around 2000 and i had no opinion about texture filtering at all.

>> No.3997970

>>3997967
>supposed by whom?
Hardware limitation of the time. You couldn't have high res textures, that at least looked like the object intended instead of just pixels.

>> No.3997971

>>3997875
>>3997947
well maybe if you actually described what you were having trouble with

>> No.3997973

>>3997881
wrong

>> No.3997975

>>3997967
>i played this game as a teen around 2000 and i had no opinion about texture filtering at all.
You played it with software rendering and that's why you prefer it nowadays.
It's called duckling syndrome and it's nothing new. Don't worry.
But if you would look at the pixelated version >>3997394 you can see that the lights on the keyboard have little brighter pixels around them up, down, left, right and that the keyboard looks uniformly pixelated with different colors, that's because it's made to be filtered to look proper, you would need a high resolution texture pack for it to look good unfiltered.

>> No.3997976

>>3997973
>t. I played it as a kid without hardware acceleration and wanted it to look like in the screenshots of other people so much I became to hate it and now I shitpost on /vr/ telling how the game looks better on crappy hardware

>> No.3997979 [DELETED] 

>>3997971

The OS X port plain doesn't work, mang. Crashes on startup with an error that usually indicates the wankstain who built it compiled it incorrectly (or rudely forgot to specify minimumosversion). Can't roll back to the last stable version because apparently the dude thinks just dumping sourcecode in somebody's lap is a "release".

>> No.3997981
File: 3.79 MB, 1920x1080, example.png [View same] [iqdb] [saucenao] [google]
3997981

>>3997939
>>3997970
gl_texturemode gl_nearest has always been a console command for half life just as it has been for quake and quake 2 so you would be wrong. its always been an option and has nothing to do with hardware limitations

>>3997975
maybe get off that highhorse, you could be described the same way because your first experience with half life was the blurry playstation 2 port.

>>3997976
you said nobody plays it with filters disabled and i said wrong, because that is wrong i do. also its the same hardware. do you even believe or know what you are saying? my first experience was even with the blurry version of the game, i just found something i found more acceptable. it is the same for even some non retro games, not all of them mind you as i do not in fact think texture filtering has no place whatsoever in games but games like morrowind, which had no options whatsoever to turn off texture filters until openmw i prefer it with filtering turned off. so explain again how this is nostalgia?

>> No.3997982

>>3997975
>You played it with software rendering and that's why you prefer it nowadays. It's called duckling syndrome

no, i played it on a geforce2 with bells and whistles on. sorry.

>But if you would look at the pixelated version

if you would look at the blurred version, you would find that the keys on the keyboard have a distinct semitransparent halo around them, as if they were a puff of smoke. upon examining the keys on your own keyboard you might find them to not be puffs of smoke.

>> No.3997985

>>3997981
>gl_texturemode gl_nearest has always been a console command for half life just as it has been for quake and quake 2 so you would be wrong. its always been an option and has nothing to do with hardware limitations
How has this to do with anything? If you look at it, it's obviously the textures are meant to be filtered

>> No.3997986

>>3997985
i don't give one shit what developers intended when they made the game so that is how it matters, it isn't hardware related. i just think it looks better

>> No.3997992

>>3997981
>maybe get off that highhorse, you could be described the same way because your first experience with half life was the blurry playstation 2 port.
Nope, I played it in software also for the majority when it came out before getting a Voodoo card.
The textures are made to be filtered, there is nothing you can say or do that will change that.

>it is the same for even some non retro games
Because they are made with hi res textures. Weird uh?

>so explain again how this is nostalgia?
It's not? Where did one say it was? It's just the simple truth, some games came with textures that where made to be filtered to look acceptable.

>> No.3997994

>>3997982
>no, i played it on a geforce2 with bells and whistles on. sorry.
How convenient, how about you where shitting your pants when the game came out? That would probably be more accurate.

>if you would look at the blurred version, you would find that the keys on the keyboard have a distinct semitransparent halo around them, as if they were a puff of smoke. upon examining the keys on your own keyboard you might find them to not be puffs of smoke.
That's the thing, you could not have high enough resolution for textures at the time for the game to be still playable on the hardware, making it look like buffy candy looked way better than the pixelated mess they would have otherwise been.

>> No.3997998

>>3997986
But it literally IS hardware related, they both look like crap, the filtered and unfiltered, because it was a limitation of the hardware of the time for such demanding games as Half-Life, so they filleted the low res textures to give them a somewhat better appearance. All the textures that come in the game are drawn to take advantage of filtering.

Nobody is saying you can't like it unfiltered, but nope, the textures themselves aren't drawn to be displayed like that.

>> No.3998003

>>3997970
>supposed by whom?
>Hardware limitation of the time.

inanimate objects like hardware cannot perform a supposition. you're conveniently evading the part where your whole argument depends on the imaginary preference of a hypothetical person, ie some valve developer you cannot even name.

>looked like the object intended instead of just pixels

a key on a keyboard does not physically resemble a blurry little cloud any more than in resembles a square pixel. if anything, a square pixel works better as a symbolic representation of a key on a keyboard because a key is hard and not fluffy.

>> No.3998004

>>3997982
>if you would look at the blurred version, you would find that the keys on the keyboard have a distinct semitransparent halo around them, as if they were a puff of smoke. upon examining the keys on your own keyboard you might find them to not be puffs of smoke.
neither of them look like my keyboard, both look shitty, one just looks like a real life blurred keyboard while the other looks like lego

>> No.3998005

>>3997992
i feel like the higher resolution the textures are the more texture filtering is a requirement. i only have trouble playing low resolution texture games with texture filtering as it makes it blurry.
>Where did one say it was {nostalgia}?
>>I played it as a kid without hardware acceleration and wanted it to look like in the screenshots of other people so much I became to hate it and now I shitpost on /vr/ telling how the game looks better on crappy hardware
maybe read who im replying to you dumb fuck, that is obviously a word salad passive aggressive way of saying "you are nostalgic" despite me not being nostalgic at all for software mode

>>3997998
describe what "it" is next time because im not talking about texture size but the ability to use non-filtered textures

>> No.3998008

>>3998003
I can keep explaining, don't worry.

It's a hardware limitation, they draw the textures to be filtered because they had to be low resolution to be playable on the graphics hardware of the time.
Filtering them just made them look slightly better. You can easily notice patterns on the textures if playing unfiltered that are meant to represent something else thanks to dithering of the filter.

>a key on a keyboard does not physically resemble a blurry little cloud any more than in resembles a square pixel. if anything, a square pixel works better as a symbolic representation of a key on a keyboard because a key is hard and not fluffy.
But a pixel with different colors everywhere does neither, it is trying to be a 3D world, not a sprite based 8-bit game, at least filtered it looks more like the real world where you just lost your glasses instead of a room made of square postmarks of different colors.

>> No.3998009

>>3998005
>maybe read who im replying to you dumb fuck, that is obviously a word salad passive aggressive way of saying "you are nostalgic" despite me not being nostalgic at all for software mode
You are implying that, I never said it was about me, because I already said I didn't play it with acceleration.
Are you high or drunk?

>> No.3998013

>>3998005
>describe what "it" is next time because im not talking about texture size but the ability to use non-filtered textures
You may use non-filtered textures, you also may use higher resolution non-filtered textures nowadays, hardware is not a limitation anymore. Just that the original textures where drawn to be filtered.

>i feel like the higher resolution the textures are the more texture filtering is a requirement. i only have trouble playing low resolution texture games with texture filtering as it makes it blurry.
Because they are different kinds of filters. Ports and mods nowadays also support a far range of different options for textures and filters.

>> No.3998019

>>3997994
>you where shitting your pants when the game came out

please keep the conversation civil. i have no interest in trading insults with you.

>looked way better

so have we finally established that you simply have a preference for little blurry dots instead of little squares? because you keep implying you speak for some past consensus, or the developers, or some feature of hardware that makes little blurry dots inherently preferable, but you can't seem to substantiate any of those claims. it's okay for it to just be an arbitrary personal preference, you don't need to legitimize it with these confabulations.

>> No.3998039

>>3998008
>at least filtered it looks more like the real world where you just lost your glasses

i have severe myopia. taking my glasses off does not turn my keyboard into a perfectly sharp rectangle covered in little clouds. it's an absurd comparison.

the confusion in this entire argument is that filtering or not filtering the texture does not alter the model's resemblance to a real keyboard. the resemblance is nonexistent in both cases. the model does not resemble a keyboard, it represents it symbolically, like how the "power" icon on your monitor could represent a tree once you turned it upside down, even if there is no real resemblance between a power button and a real tree.

this is why "blurred pixels are more like the real thing than square ones" is a bizarre line of thought.

>> No.3998043
File: 461 KB, 1440x720, fig02.png [View same] [iqdb] [saucenao] [google]
3998043

witch looks cooler /br/?

>> No.3998046

>>3998039
>i have severe myopia. taking my glasses off does not turn my keyboard into a perfectly sharp rectangle covered in little clouds. it's an absurd comparison.
Not him but funny, it makes it very blurry for me. I think it's a good comparison

>> No.3998050

>>3998019
>please keep the conversation civil. i have no interest in trading insults with you.
How about you suck a cock and keep bitching? Little special snowflakes deserve only this kind of attitude.

>makes little blurry dots inherently preferable
Because that's how the textures where made to be presented, I didn't create them and nor can you say they aren't because apparently the designers did them this way.

>>3998039
>the resemblance is nonexistent in both cases.
Do you also have reading comprehension? That's what I said.

>this is why "blurred pixels are more like the real thing than square ones" is a bizarre line of thought.
They looked objectively better in a game trying to be as much real world as possible without being able to make textures sharp enough to resemble real world objects, blurry textures from a distance are a much better representation of something then low res sharp textures.

>> No.3998051

>>3998043
left one, I'm a hipster and everybody else who's a hipster says it's better pixelated because that's apparently how retro games are supposed to look, it doesn't matter that the right one helps to dither out the low resolution of the image

>> No.3998054

do you guys know how bilinear filtering works?

for every textured pixel you see on screen, four texels had to be read from the source texture, and then those four texels are weighed using the bilinear algorithm to produce the final pixel

unfiltered textured pixels just involve grabbing one texel from the source texture and that's it

filtered textures should be more representative of the source texture since it involved four times the number of texture reads vs unfiltered

>> No.3998059

>>3998046
of course the world becomes blurry, but objects do not become cubes with low-res pictures on them. my point is that playing a game is not like looking at the real world, and particularly playing an old game is not like looking at the real world with a vision impairment. it's more like reading a comic book where the building in the background is just a square but you understand it's a building. in an old game the building is blatantly just a cube but you understand it "stands in" for a building and you treat it as such. it's an exercise in symbolic communication, visual impairment is blatantly the wrong analogy here.

>> No.3998060

>>3998054
>do you guys know how bilinear filtering works?
this is /vr/, most people here are tech illiterates and/or hipsters

>> No.3998064

>>3998043
irrelevant

>> No.3998065

>>3998059
>it's more like reading a comic book where the building in the background is just a square but you understand it's a building.
>visual impairment is blatantly the wrong analogy here.
>it's an exercise in symbolic communication
that's exactly how our brains work, it fills in the gaps, you can still tell most things are when you are visually impaired, same with your comic books or games, half life specially tried to be very much a real world representation of the world unlike many other games of the time

>> No.3998069

>>3998054
>>3998060
where do you go to learn about the bilinear filtering? who created this menace, this plague that threatens /vr/? what was the goal behind bilinear filtering?

>> No.3998070

>>3998009
i have no idea what you are saying anymore, reread my post maybe? i am sober

>>3998013
im failing to see the relevance because it again isn't what im talking about

>>3998051
why do you hate the idea of people not using texture filters enough to bait this badly

>> No.3998075 [DELETED] 

>>3998069

>where do you go to learn about the bilinear filtering?

Medical school.

>who created this menace, this plague that threatens /vr/?

The Jews.

>what was the goal behind bilinear filtering?

The extinction of the White race.

>> No.3998076

>>3998050
so you fail to respond to any of my points and go back to repeating "it was meant to be this way!" over and over again. you really are a waste of time.

>How about you suck a cock

on it boss! goodbye.

>> No.3998080

>>3998054
>filtered textures should be more representative of the source texture
you are fucking stupid, WITHOUT the texture filters is more reprensentative of the unfiltered textures. the algorithm does not know if the left and right pixels should be blended at all, it is particularly fucked up with other texture filtering enabled such as mipmapping which completely alters the textures. you can see for example items like grids, without texture filtering they look like grids, but with it they don't relying on shit like anisotropic filtering to try and fix the issue

>> No.3998094
File: 32 KB, 399x260, FlameheadBox.jpg [View same] [iqdb] [saucenao] [google]
3998094

>>3998080
yeah thats the thing the gpu companies started pushing all these fake filters in the late 90s/early 00s for the money. its the only reason why trilnear/mipmap/anisotopic/hq2x linear filters exist. people forgot the marketing they did to force this stuff into games.

remember 3dfx? they were the big shots back then but they pushed so many filters at once that they went bankrupt because gamers didnt buy their

>> No.3998096

>>3997763
At last I truly see this is what the developers originally intended.

>> No.3998097

>>3998080
>WITHOUT the texture filters is more reprensentative of the unfiltered textures. the algorithm does not know if the left and right pixels should be blended at all,
there are very few cases where left and right pixels shouldn't be blended, it would only be in textures that are comprised entirely of completely straight lines (basically any texture that could be rasterised)

otherwise unfiltered sucks because its involves fewer texel reads and is therefore objectively more lossy

>> No.3998102

>>3998065
i can't really argue with such precise neurological language as "the brain fills the gaps" but i don't think a man with cataracts is performing the same cognitive operation when he's struggling to recognize his loved ones as you and i perform when we see a smiley face. i mean it's probably neurologically related in some way but i don't think trying to lump these things together is going to further your understanding of visual design.

>half life specially tried to be very much a real world representation

i don't know what they tried but what they made is mostly a collection of textured cubes.

let's look at it this way: you are in a school play and there needs to be a computer in the scene. so you take a box for a monitor and for the keyboard someone draws a grid of squares on an elongated piece of cardboard. the magic here is that when the audience shows up not a single one of them will mistake your cardboard piece for a real keyboard and yet every single one will pretend that's what it is. this is how half life works and it cannot help but work this way because of the oft-mentioned "hardware limitations".

so the filtering argument is like the kids arguing that if they smear the grid on the cardboard it will fool the audience better. it's irrelevant. the audience was never being fooled at all.

>> No.3998109

>>3998080
>mipmapping which completely alters the textures. you can see for example items like grids, without texture filtering they look like grids, but with it they don't relying on shit like anisotropic filtering to try and fix the issue
do you even know what the fuck you are talking about?

mipmapping exists to eliminate moire patterns in distant textures by prescaling the textures to a smaller size rather than clunkily trying to map a big texture to a few pixels...it has nothing to do with filtering

honestly the aversion to GPU technology advancement by some people on /vr/ is some kind of neo-luddite phenomenon

>> No.3998112

>>3998109
It's amusing as long as you don't take it seriously.

>> No.3998128

>>3998080
>the algorithm does not know if the left and right pixels should be blended at all
That's exactly why all textures in Half-Life are optimized to be filtered, I think anons argued about that for ages here, but it's true

>> No.3998130
File: 6 KB, 369x369, arguing on the internet.png [View same] [iqdb] [saucenao] [google]
3998130

>this thread

>> No.3998131

>>3998094
>yeah thats the thing the gpu companies started pushing all these fake filters in the late 90s/early 00s for the money. its the only reason why trilnear/mipmap/anisotopic/hq2x linear filters exist. people forgot the marketing they did to force this stuff into games.
>remember 3dfx? they were the big shots back then but they pushed so many filters at once that they went bankrupt because gamers didnt buy their
Is this bait, sarcasm or autism? I'm sorry but this really gets hard to tell here sometimes

>> No.3998136

>>3998076
>so you fail to respond to any of my points and go back to repeating "it was meant to be this way!" over and over again. you really are a waste of time.
not him but, where did get lost? I understood everything and it's pretty much exactly like it was explained several times here

>> No.3998138 [DELETED] 

>>3998130

Pretty much. Didn't even get my fucking problem solved.

Buncha retarts...

>> No.3998140

>>3998070
>why do you hate the idea of people not using texture filters enough to bait this badly
because if it's a game that's made to be used with one it's pretty dumb not to, quake is good unfiltered, sure, but half-life is not
if you say everything looks better filtered/unfiltered, then you are just a hipster that does not understand anything

>> No.3998160

>>3998136
nothing is being explained. undue importance is being placed on an arbitrary preference based on a misunderstanding of what a video game even is.

>> No.3998175

Left if you were a poorfag playing with onboard graphics. That glorious feel when I could run UT99 through D3D and later OpenGL while my friend was stuck with ugly software rendering for the whole time we played together.

>> No.3998178

>>3998131
you see what happened is the gpu companies had a plan to increase profits that started in the 90s and they have carried it out ever since

it goes like this. jon carmack goes to presentation

https://www.youtube.com/watch?v=IyUgHPs86XM

and he says

>bilinear filters for your gpu will improve graphics
>audience buys new $200 ati card

>hdr filters for your gpu will improve graphics
>audience buys newer $400 ati card

>xbr4 filters for your gpu will improve graphics
>audience buys newest $600 ati card

but the truth is these filters never made the game look better they made it worse. thats the trick so that when you buy a new ati card and say "wow what an improvement" you think you had a great deal but the whole time you could make the game even better by not using any filters

modern gamers dont know any better but if you were there for the start of all this in the 90s you knew what they were doing all along. it is a shame though because nvidia and ati won you can tell even in this thread people defend filters not realising that no filters is better

>> No.3998180

>>3994550
I prefer darkplaces.
>reminder that the original Intended Quake Experience didn't involve the mouse, rocket jumping nor air strafing

>> No.3998191

>>3998180
i'll have you know i have the IQE measured down to the hundredth decimal and you're not properly engaging in the IQE unless you're playing in software mode on a crt while ignoring your math homework and fearing the imminent return of your abusive father

>> No.3998194 [DELETED] 

>>3998191

Was he not gentle, Anon?

>> No.3998202

>>3998178
You are retarded. Put back your tinfoil hat and take your meds.
This is literally how graphics progressed and this does not play a role when the whole game is optimised for a filter, it can't look worse than a game without a filter that does not exist. The hardware of the time made those games far better looking then possible then the hardware of a year ago.

3dfx went bankrupt because of horrible marketing. You see how well Nvidia did after buying up their assets, why didn't they go bankrupt?

>not realising that no filters is better
This looks awfully like personal preference to me.
There exist so many different filters for use with different types of textures that you can't say something like that even if it's preference.
If a game's textures are made to be used with a filter that makes them better looking then the game with textures made to be used without filtering, specially if the hardware of the time didn't support rendering those unfiltered textures at resolutions possible.

I really hope you just jumped in this thread to bait a little and have a laugh, else this is fucked up and you're a tard, worse tard then I am.

>> No.3998203

>>3998178
>but the truth is these filters never made the game look better they made it worse
listen here you dumb shit

all of these filters were invented for 3D workstations in the 70s, 80s and 90s and they prized image quality over everything else

when these advanced workstation features could be shrunken down in order to fit onto a little board that goes into a home PC it was a cause for celebration

there's no fucking conspiracy

>> No.3998210

>>3998194
i don't know what you're talking about, it's purely the objective result of my research and nothing to do with any personal experience such as how much i squealed when he fucked me in the ass

>> No.3998213

>>3998094
>>3998178
This must be yet the most retarded anon in this thread.
Congrats, the award of dumbass goes to you.

>> No.3998216 [DELETED] 

>>3998210

Squeals of pleasure or pain, fair Anon?

>> No.3998220
File: 28 KB, 600x614, lhyls.jpg [View same] [iqdb] [saucenao] [google]
3998220

>>3998203
>listen here you dumb shit
Kek, here have a picture.

>>3998178
Is this a nostalgic moron or a underage hipster?

>> No.3998230

>>3998216
i've grown fond of it over time

>> No.3998234 [DELETED] 

>>3998230

Good. So has Daddy.

>> No.3998251

>>3997390
Looks worse without detail textures

>> No.3998258

>>3998202
>>3998203
so a big business misleading people to make money is a "conspiracy" now? i was there on the usenet boards around quakes realease when gpu companies started the plot and i never heard anyone say "hey i would like filters in my game that i have to pay $200 for". by the way that "its from workstations" stuff is bullcrap marketing just like they used for the nintendo 64 filters.

you guys are unbelievable but i guess like sony defends their movies, we have nvidia and ati hire sockpuppet accounts to defend their overpriced gpus.

>> No.3998321

>>3998175
Unreal looks fantastic with software rendering, though...

>> No.3998324

>>3998321
It looks and runs far better in Glide mode.

>> No.3998328

>>3998180
>reminder that the original Intended Quake Experience didn't involve the mouse

ebin me me :D

>> No.3998338

>>3998328
It's true. You had to enable mouse look with a key by default

>> No.3998341

>>3998324

It looked just as good on D3D once the patch was released.

>> No.3998347

>>3998338
It doesn't mean Quake wasn't intended to be played with a mouse.

>> No.3998350

>>3998347
yes, they turned it off by default because of how much they intended it to be on. basic reverse psychology.

>> No.3998356 [DELETED] 

>>3998350

Of course. John Carmack is known for his subtle thinking and careful persuasion.

>> No.3998376

>>3998356
exactly. that's why glquake has texture filtering enabled. it's a kind of test to see who's smart enough to turn it back off.

>> No.3998406
File: 267 KB, 420x420, tired2.png [View same] [iqdb] [saucenao] [google]
3998406

>>3998376
>pay $300 90s dollars for a 3dfx voodoo
>turn off an important hardware component for no good reason

>> No.3998426

>>3998406
>i bought this expensive blender so i guess i have no choice but to do this
>AAAAAH MY PENIS

>> No.3998434

>>3998426

If your blender had a button which was explicitly for "Penis Purée", you would have a point.

>> No.3998437

>>3998434
kek

>> No.3998438

>>3998180
>>3998338
>>3998347
>>3998350
>>3998356
That's because Quake, like Doom, even though more 3D, can be entirely played enjoyably without a mouse.
I have no idea how this is related to GLQuake though. This must be the most idiotic argument I have seen in awhile.

>> No.3998445

>>3998434
really? your choice on whether or not to physically obliterate your genitals would actually depend on what it said on the device?

>> No.3998448

>>3998445
No, idiot. I was pointing out that anon had made a nonsensical argument, since no blender was ever made specifically to obliterate genitals. But 3D cards ARE explicitly made to use texture filtering, among other features.

>> No.3998451

>>3998445
What kind of retarded thinking is this?

>>3998438
Same way Quake without filtering and software rendering was still playable even if not as enjoyable, obviously you played with a mouse too when you had one.

>> No.3998483

>>3998445
Congrats on having the joke completely go over your head.

>> No.3998530
File: 180 KB, 800x500, lego.png [View same] [iqdb] [saucenao] [google]
3998530

>>3994550
I like this one

>> No.3998591

>>3998530
Me too, anyone who prefers stock Quake with software or hardware rendering with or without filtering is wrong, this is the only right way because I say so, other ways look like ass, oh btw, I'm right and no matter what you say, it won't change it

>> No.3998597

>>3998530
Is that picmip without texture filtering?

>> No.3998607

>>3998591
320 posts in this thread and they all got REKT

>> No.3998610

>>3998483
well what's funny to me is the idea that anon is incapable of not using every feature of every device he owns, so all one needs to do is write "cuts off dongs" on a pair of scissors and he will not be able to resist castrating himself

>> No.3998616

>>3994565
No, it just looks like shit. Give me higher resolution and more colours any day, but if the textures are 64x64, I want to see them the way they were meant to be, not a blurry mess. The architecture is also blocky due to technical limitations, so the chunky textures work fine with it, unlike more modern games.

>> No.3998650

>>3994557
no shit, I play quake on a crt that can push 200Hz at 640x480. being stuck at 30fps would fucking kill me

>> No.3998657

>>3996656
That's because RPGMaker blatantly ripped off the amateurish early FF games.

>> No.3998724

>>3998616
>Give me higher resolution and more colours any day, but if the textures are 64x64, I want to see them the way they were meant to be, not a blurry mess.
Yes, a hipster indeed.

If you had higher resolution and more colours you wouldn't need filtering like that.
But since it's a shitty low res texture, you need filtering for it to not look like a fucking sprite out of Mario.

I have seen this backwards kind of logic before, always from hipsters and underage.

>> No.3998736

>>3998616
>but if the textures are 64x64, I want to see them the way they were meant to be
They are made to be filtered though, you can easily tell when looking at unfiltered textures if they are specially designed to take advantage of filtering or not.
Textures meant to be filtered will give more pseudo-detail as a blurry mess instead of a pixelated shit. Such textures as in Quake and Half-Life.

>> No.3998738

>>3994636
This is the best Quake can look (which is still kind of ugly, Quake isn't a pretty game). 3d accelerated model is really ugly. It just looks less detailed.

>> No.3998742

>>3998650
Quake is 72 FPS though, what's the problem?

>Not playing Quake at 1600x1200 at 70Hz and 70 FPS v-sync.
Pleb, that's how I played the game mostly in the 90's.

>> No.3998743

>>3998597
I'm not sure, the description reads
GL: gl_texturemode "GL_NEAREST" gl_miptexlevel "3"
SW: d_mipcap "3"
It's been so long I don't remember what those commands do

>> No.3998748

>>3994636
>>3998738
Except it does not, hardware rendering will look better, no matter if filtered or not. Also you will be able to use way higher resolution than software mode allows.

>> No.3998754 [DELETED] 

Is Quake in software mode supposed to look a bit like PSX 3D?

>> No.3998758

>>3995220
How come if you say it's Quake on a Voodoo card it looks better than any other screenshot in this thread, are the people who say software/unfiltered is the best lying?

>> No.3998761

>>3998754
No, that's literary GLQuake, see Quake 2 on PSX for example.

>>3998758
>are the people who say software/unfiltered is the best lying?
I have no idea anymore if that's sarcasm or bait. Nobody actually thinks software/unfiltered looks better then hardware/filtered for the original DOS/WINQuake/GLQuake.

>> No.3998791 [DELETED] 

>>3998761

Then there's something wrong with my Hammer of Theryion installation? Because it looks like PSX early 3D down to the wibbly textures if you get too close to shit and look at it angled.... :(

>> No.3998795
File: 99 KB, 344x128, 14395515919464.png [View same] [iqdb] [saucenao] [google]
3998795

>>3998616
>if the textures are 64x64, I want to see them the way they were meant to be, not a blurry mess
Don't give me this "filtering is only good when the textures are big" meme.

Filtering will almost always make textures look better, no matter the size.

>> No.3998796

>>3998791
Try playing in openGL mode

>> No.3998803 [DELETED] 

>>3998796

But I want the software renderer, man.

>> No.3998889

>>3998761
>sarcasm or bait. Nobody actually thinks software/unfiltered looks better

there is no conspiracy against you. lots of people think software quake has a cooler look than muddy-ass glquake. that's why there's games like devil daggers that imitate the software quake look but i've never heard of anyone wanting to imitate fucking glquake.

>> No.3998936

>>3998795
It is the same thing, but blurry.

>> No.3998952

>>3998889
>lots of people think software quake has a cooler look
by cooler do you really mean 'hipper' ?

>> No.3998980

>>3998952
those are synonyms anon. of course i know you mean that those opinions don't count because you used the magic word "hipster" on them but that's just your private delusion. the reality is some video game graphical styles are purely transitional, like glquake or, i dunno, doom 3. nobody wants to go back to that. other styles have a striking enough look that people will resurrect them later, outside of their original technical context. snes style pixelart, software quake, low-res point and click adventures and so on: you're going to see that stuff return over and over again for decades. you can call them hipster fads till you're red in the face, it doesn't change shit.

>> No.3998986

>>3998980
>fully dynamic lighting and bump mapping is a purely transitional style
really fired my neurons

>> No.3998992

>>3998980
>those are synonyms anon. of course i know you mean that those opinions don't count because you used the magic word "hipster" on them but that's just your private delusion.
Not even the anon you replied to.

>nobody wants to go back to that
Yes, they are transitional, they look like crap in software renderer mode and don't look as good in hardware renderer as newer games, but they still look far better with their shitty hardware mode then in software.

>you can call them hipster fads till you're red in the face, it doesn't change shit.
Yes, it doesn't change shit, because 99% of people will laugh at "hipsters" who actually think software render Quake looks better, take this thread as an example, nothing has to change.

>> No.3998997

>>3998889
That's because you are a doofus.

>that's why there's games like devil daggers that imitate the software quake look
They imitate ugly pixelated 3D graphics? I get the idea that a 3D world with sprite like pixel graphics can be cool, but nobody is actually imitating Quake trying to do so because Quake sucked doing that.

>i've never heard of anyone wanting to imitate fucking glquake.
Seems like you haven't played GLQuake, pretty much Quake 2, Unreal, all look the same with hardware acceleration of the time.

>> No.3999000

>>3998936
It's not, it does not have sharp edges where pixels change that are not supposed to be there.
It only looks blurry because you go and ram your camera into it as close as possible, from a distance it doesn't look blurry but still looks smoother then edgy pixels.

>> No.3999183

>>3997352
Is...is there any doubt that he could do this?

>> No.4000228
File: 62 KB, 800x800, cockshambler.jpg [View same] [iqdb] [saucenao] [google]
4000228

>>3994550
Fuck you nigger, i had 2x 3dfx cards in array before SLi was even a thing. OC'd my 100MHz PENTIUM to 120Mhz because I DONT GIVE A FUCK. Also i had like 14megz EDO RAM which is enough for ANYONE.

Though it was quite pricey, especially because i got an extra 4.5gig hdd too. So i had to play on 56k instead of ISDN.

I love Quake, and i love my memories, i will nostalgiafag all over the place and you can never stop me from doing so. See you on DM6.

>> No.4000358

>>3998986
don't be obtuse, you know what i mean.

>>3998992
>people will laugh at "hipsters" who actually think software render Quake looks better, take this thread as an example

argument from hugbox

>>3998997
>nobody is actually imitating Quake

devil daggers, teleglitch etc

>pretty much Quake 2, Unreal, all look the same with hardware acceleration of the time

are you dense? i'm saying nobody wants to imitate glquake after the era of glquake, of course games released two years later look similar. jesus christ.

>> No.4000668

I even played Half Life 1 at that resolution
that's the best my 4mb cirrus logic graphic adapter could do at a reasonable playable speed.
shit, that pentium 1 played a lot of games if you ask me

>> No.4000737

>>3997383
Too bad it all looks like a level that isn't fully loaded in unreal engine 3.

>> No.4000739

What the fuck are you faggots arguing about?

https://www.youtube.com/watch?v=VkzO2w6EqK4

>> No.4000743

>>4000228
Who the fuck used a 100MHz Pentium anymore when the first Voodoo cards came out?
That was nowhere pricey anymore at that time either.

>> No.4000746

>>4000358
>devil daggers, teleglitch etc
Welcome to 2017, we hipsters now

pretty much OPs point

>> No.4000753

>>4000228
How did you get 14 megz RAM?

>> No.4000756

>>4000739
That only hipsters who thinks that the games are supposed to look like that and nostalgic poorfags prefer software rendering. (It's true though)
Thanks for the video.

>> No.4000759

>>3998054
>>3998060
Knowing how something works doesn't make it look better.

>> No.4000801

>>4000746
why the fuck are you on a retro board with a crt fetish if you're not a hipster?

i got bad news for you niggas, if you own or discuss crts and old gaming hardware then you're a hipster. there's no way around it. a non-hipster would just play remakes and maybe fire up an emulator on default settings once or twice. all you motherfuckers engaged in discussion about the ~~authentic~~ way to play quake are pureblood hipsters, just as much if not more than the indie devs releasing their retro throwback shit on steam.

>> No.4000859

>>4000737
It looks fine at 800x600.

>> No.4002596

>>4000801
>why the fuck are you on a retro board with a crt fetish if you're not a hipster?
I'm not 20 years old

>> No.4002598

>>4000759
>can't read: the post

>> No.4003018

>>4000801
>i got bad news for you niggas, if you own or discuss crts and old gaming hardware then you're a hipster
Sorry, that's not what a hipster is, a hipster is someone who does it because it's cool, they lack inside knowledge and/or any nostalgic connection to the things they are so hip about.

>> No.4003215

bumping for keks

>> No.4003267

>>3994550
if you prefer the one on the right you are a console faggot that likes his games smeared in vaseline

>> No.4003279

>>4003267
Liking the one on the left means that you couldn't afford a gaming PC you fucking idiot

>> No.4003304

>>3994550
In terms of modern PC gamer mentality the right one is how the PC MASTER RACE plays Q1 and left is for poor peasants.

>> No.4003368

>>4003018
so what you're saying is that there is some mysterious authenticity that you possess and that a hipster lacks, so that when you play on a crt it's because of your deep connection and knowledge but when a hipster plays on a crt it's for nefarious reasons like "being cool"

in other words, there is no way from the outside to tell you and a hipster apart, because you do the same things. the difference lays in your inner feelings being honest, while the hipster is secretly only pretending.

this is a textbook delusion, mate.

>> No.4003378

>>4003279
do you normally judge people by how rich their daddy is? it was pretty normal for a kid in the 90s to not own a 3d card. nothing wrong with that.

>> No.4003379

>>4003378
If you weren't rich you had a console, plain and simple. It's ridiculous to say that people who like the 3d card version were the console lovers.

>> No.4003390

>>4003304
So the modern mentality is in line with the same one from the '90s? You were a poorfag if you didn't have a 3D accelerator.

>> No.4003393

>>4003379
>If you weren't rich you had a console

lol no, that assumes your parents could afford to buy expensive electronics purely to amuse you. a low-income family would buy a low-spec home computer before they bought a console because of the educational value, real or imagined.

>> No.4003401

>>4003393
A low-spec home PC without 3D card was inferior to a console back then you dolt

>> No.4003410

>>3994550
First I played it like the left, at 20 fps and 250 ping, I much prefer the right.

>> No.4003418

>>4003401
well, yes. what are you even trying to argue at this point?

>> No.4003437

>>4003418
That comparing 3D card users to console users is stupid no matter which way you look at it.

>> No.4003442

>>4003378
>kid in the 90s
It sucks people born in the late 80's and 90's can post here.

>> No.4003445

>>4003368
You seriously don't know what a hipster is?
Are you new to the internet?

>> No.4003447

>>3994550

if you prefer the one on the left you have a small dick and a small boner but if you prefer the one on the right then you have a big dick and a fat boner

>> No.4003454

>>4003368
Did I imply I wasn't a hipster in the first place? How do you know?
Also no, you got it all wrong, a hipster does it because it's the hip thing, they buy a random CRT and a console, because it's cool, they play it and enjoy it, nothing wrong with it, but that's all. But those kind of people should not be discussing about it like they know everything about it, like hipsters usually do, that's what annoys people. Also what annoys people is usually that hipsters tend to overprice things, just like fashion items are, because it's exactly like fashion for them.

>this is a textbook delusion, mate.
Just because you are simple minded does not make others delusional.

>> No.4003461
File: 1.76 MB, 250x250, 1488265491727.gif [View same] [iqdb] [saucenao] [google]
4003461

>>3998434
>"Penis Purée"

>> No.4003471

>>4003445
i do know what a hipster is! i just reject the idea that the crt-loving hipsters that make up this board are magically not hipsters for ill-defined reasons.

>> No.4003476

>>4003442
i agree, they smell weird

>> No.4003483

>>4003471
Bitch please, a lot of anons like CRT elitist are not hipsters, but I agree, most of them are just textbook hipsters.

>> No.4003491

>>4003454
so hipsters are people who buy crts and enjoy old games and they pretend they know more than they do. how is that different from this board? again, the only difference is this muddy motivational thing where a hipster does it because of "coolness" and a non-hipster does it because of ???. again, what is the hipster/non-hipster test that works on behavior and does not involve divining the person's inner mental state?

>because you are simple minded
it's good to be simple minded! less convoluted narratives about your own superiority.

>> No.4003509

>>4003491
>how is that different from this board?
Because most anons here are actual hipsters.
That's the reason why this board sucks in the first place.

>hipster does it because of "coolness" and a non-hipster does it because of ???
>???
Passion, actual interest, nostalgia, hobby?
Except the usual "I wanna be a cool kid" motivation and go with the wave because it's the flavor of the month that we call hipsters these days.


>again, what is the hipster/non-hipster test that works on behavior and does not involve divining the person's inner mental state?
You can tell when they open their mouths.

>> No.4005108

kek, this thread actually managed to BTFO hipsters

>> No.4005356

>>4002598
Yeah, you can't read at all butthonker.

>> No.4005934

>>3994550
glquake completely fucks up lighting (overbright areas and fullbrights, look at the bits on the far left vs the far right)
of course, in 2017, you should be using quakespasm, best of both worlds (high resolutions, lighting actually fucking works)
also, no aniso filtering means textures perpendicular/close to perpendicular to the camera look like fucking ass at distance (would take it over running at 320x200 though)

>>3994565
the quake 1 textures look like ass filtered

A good rule of thumb is "is the reduction in noise going to offset the loss of detail?"
On low-resolution textures, the answer is usually no, there's fuck-all detail there already, all you're doing is making it a blurry, hard-to-distinguish mess. You can design around this, like in several N64 games (some of which end up looking meh filtered due to the awful texture resolution and like trash if you force disabled filtering since they depend on being blurred to hell and you end up with square meter sized pixels).
On higher resolution textures, there's a ton of detail, but there's also loads of tiny jaggy bits everywhere, so you want filtering to remove them (otherwise, you get >>3997378). That's the whole point of filtering, to remove aliasing noise.

and yes, there is a loss in detail, it's effectively a blur operation (although not quite -- unlike a blur, at when positioned so the texture is drawn at 1x scale with the camera head on, each result pixel should just be the source texel)

>> No.4005962

>>4005934
>glquake completely fucks up lighting
Throw that Riva 128 in the trash (or any other modern card you use with OpenGL) and get a Voodoo.

Also you are almost right, the basic is there, but there are things like textures that are made to be filtered.
Also depends a lot on what filter is being used.

>the quake 1 textures look like ass filtered
Depends entirely on the graphics renderer library, resolution and filter.

>> No.4006154

This is not a thread discussing retro videogames.

This is cancer.

This is circle jerk bait thread.

Holy fuck why do people have to justify themselves to others.

Who cares? This topic has been sucked dry and people keep on sucking.

Just stop

>> No.4006259

>>3994565
Some people hate filters because it smears and adds artifacts to the textures. Not because "lol not retro enough!" like you think.

>> No.4006596

>>4005934
>On low-resolution textures, the answer is usually no, there's fuck-all detail there already, all you're doing is making it a blurry
wrong, see >>3998795

>looking meh filtered due to the awful texture resolution and like trash if you force disabled filtering since they depend on being blurred to hell
you can't have it both ways you idiot
any texture that isn't entirely uniform 'depends' on being filtered, and that's 99.99% of textures

>yes, there is a loss in detail, it's effectively a blur operation
you have no fucking clue how bilinear filter even works

>> No.4006656

>>4006154
why would you format you posts like this? are you brain-damaged?

>> No.4006830

>>4006154
>Just stop
>muh safe zone

>> No.4007181

>>4006596
Games that weren't drawn around being filtered look like ass when filtered. And vice versa.

>any texture that isn't entirely uniform 'depends' on being filtered
you fucking what

for unfiltered games, what little implied high-frequency content in the texture (it's implied because the resolution isn't high enough to actually have it directly) is gone after filtering, so it's like looking at something with my glasses off
for filtered, the texture is expected to blend texels for gradients and the lot

>>3995014
OG Quake in software at high-res still has the issue of it not doing enough perspective correction (at least, if you want it to run remotely well). It's barely noticeable at 320x200 or whatever, but you start to see it at higher resolutions.

>>3997924
see, this texture was drawn with filtering in mind
it looks like ass either way, but the pixels are placed to blend into each other, giving each key a shiny, raised appearance like in the filtered shot

>>3998743
it basically just makes all the textures low-res by using far away mipmaps and disables texture filtering in GL

>> No.4007545

>>4007181
>Games that weren't drawn around being filtered look like ass when filtered. And vice versa.
see >>4005962
>Depends entirely on the graphics renderer library, resolution and filter.

>see, this texture was drawn with filtering in mind
>it looks like ass either way, but the pixels are placed to blend into each other, giving each key a shiny, raised appearance like in the filtered shot
this guy gets it

>> No.4007564

>>4007181
>for unfiltered games, what little implied high-frequency content in the texture (it's implied because the resolution isn't high enough to actually have it directly) is gone after filtering
unless the texture is uniform (i.e. you could theoretically rasterize it) you will stand to lose more from non-filtering than filtering when the texture is resampled from texels to pixels

so it's all well to say "hurrr you will lose high frequency details" when in resampling you will stand to lose more of other things (like low frequency details turned into high frequency)

>> No.4007617

>>4007564
true

>> No.4009592

>>3995164
Elaine, I see a spaceship!

>> No.4009616

>>3997459
This is the way doom2 is meant to be played, if you don't play it like this you are a lanky hipster doofus:
https://www.youtube.com/watch?v=DXAep0rjFN0

>> No.4009704

>>3997459
>>4009616
this has nothing to do with OPs pic though

>> No.4009962

original GLquake does look worse than software quake because it resizes non power of 2 textures
modern clients all fix this

>> No.4009991

>>4009962
>original GLquake does look worse
It looks better than software mode.

>> No.4010702

>>3997315
Well hes not just a game enthuisiast hes a programmer so he wont care about "purity", anything is on the table.

"Purity" is a consumer-end preference. And i dont mean that pejoratively, i play choco doom mostly.

>> No.4010843

>>3997315
>>4010702
"Purity" is a autist preference and hipsters follow it because they thinks the autists are the actual enthusiasts

>> No.4011205

>>3994727
I guess playing like this will give you an intimate understanding of map projections.

>> No.4011332

>>3997393
Thicc

>> No.4011389

>>3997763
You anon are a real retard. Please don't breed.