Again, I believe quake uses bilinear texture filtering (at best!) and that's attrocious by today's standards; anything below trilinear is painful to look at. But you can force it to do much higher quality filtering and force anisotropic filtering on top of that to end up with a much sharper image, just use driver settings to force it.
![]()
I still prefer the sharper, brighter SW look. Also, notice how the shotgun loses all of its detail in openGL. It almost looks like its flat shaded polygons.Again, I believe quake uses bilinear texture filtering (at best!) and that's attrocious by today's standards; anything below trilinear is painful to look at. But you can force it to do much higher quality filtering and force anisotropic filtering on top of that to end up with a much sharper image, just use driver settings to force it.
![]()
I still prefer the sharper, brighter SW look. Also, notice how the shotgun moder loses all of its detail in openGL. It almost looks like its flat shaded polygons.
But in SW mode you lose transparent water and a lot of particle effects; it's a trade off. Personally, I find SW mode very nostalgic. I played and finished Q1 in SW, I was an active QW player in Software for years until I had the money to buy a Voodoo 2. But objectively, the HW renderer looks light years ahead in therms of overall image quality.
Couldn't you just downsample from 8k resolution? SW mode was perfectly playable in 640x480 on a Pentium 166MHz, current CPUs should have no problem with reaching 120fps in 8k res.
thewhitehawk said:I remember running Quake 2 in OpenGL with nicer-looking textures than those, but I have no idea what modification I made to achieve that.
Again, I believe quake uses bilinear texture filtering (at best!) and that's attrocious by today's standards; anything below trilinear is painful to look at. But you can force it to do much higher quality filtering and force anisotropic filtering on top of that to end up with a much sharper image, just use driver settings to force it.
![]()
No way.
I was blown away by how much better Q2 looked in Glide (3dfx mode) compared to software. I didnt know about the coloured lights and expected just a smoother look like in Q1. I finished both games in software mode before getting a voodoo card and software mode is awful in comparison.
Also there were some official tools released for q1 that added coloured lights to the levels as well. I think it was called idvis or something like that. Made Quake 1 look much better as well.
Couldn't you just downsample from 8k resolution? Q1 SW mode was perfectly playable in 640x480 on a Pentium 166MHz, and I remember playing Q2 SW on Celeron 333 MHz without much problems. Current CPUs should have no problem with reaching 120fps in 8k res.
I always played it in Software Mode back in the day
I still prefer the sharper, brighter SW look. Also, notice how the shotgun loses all of its detail in openGL. It almost looks like its flat shaded polygons.
Shouldn't there be a way to disable bilinear filtering while accelerated? That'd be the best of both worlds.
I disagree... you can clearly see that there is a stripe of metal on each of the 2 barrels on the SW mode that they are completely gone in OpenGL. Instead, you see a splash of slightly different coloring. Not to mention that on GL mode the weapon looks like a smooth plastic toy while in SW it looks a bit closer to metallic.The thing is, the look of the gun in OpenGL is what the textures in the software renderer are trying to achieve, but because of the limitations with color it can only show the gradient in segments/blocks of color instead of smooth shading. There isn't really more detail in the software shot, there's actually less gradation of color.
I always played it in Software Mode back in the day
I disagree... you can clearly see that there is a stripe of metal on each of the 2 barrels on the SW mode that they are completely gone in OpenGL. Instead, you see a splash of slightly different coloring.
There are 2 stripes of metal near the bottom of the barrels. Im not talking about the color degradation.That's not a stripe of metal though, that's simply the bright part of the gradient change from bright to dark on the barrel!
It's like this (software left, OpenGL right)
![]()
I love that kind of pixelly 3D with no texture filtering. Also why I love PSX graphics except for the horrid warping.
See also, Chasm: The Rift and any and all Build Engine games. Even Unreal was nice, acceleration or not.
Then with the early 2000s everything went kinda downhill, everything now was focusing on realism while the graphics weren't convincing enough yet for that.
What you say is true but, IMO, filtering doesn't make low-res textures better. The pixelation actually helps low-res textures look more detailed than they really are. Or it makes them look more defined. It adds to the overall image. When you filter a low-res texture you simply make it a blurry mess. Its kinda like some N64 games. But when a texture is higher resolution then it makes more sense to filter it.I see what you're talking about now, couldn't see that in the darker shot. My larger point still stands though. A lot of the "added detail" is simply a byproduct of the lack of gradation between colors. So you will get one square of a single color in software mode that looks like it could be a spec of dirt or a bolt or something, but in hardware that one square of color now blends smoothly to the other colors because of the gradation allowed with more colors.
To me, OpenGL looks undoubtedly better.
You can easily turn off bilinear filtering in GLQuake/Q2's console or turn on any kind of anisotropic filtering: https://www.quaddicted.com/engines/texture_filteringAgain, I believe quake uses bilinear texture filtering (at best!) and that's attrocious by today's standards; anything below trilinear is painful to look at. But you can force it to do much higher quality filtering and force anisotropic filtering on top of that to end up with a much sharper image, just use driver settings to force it.
![]()
Any similar thing for Q2?the software render look can be simulated in the OpenGL render with modern Quake clients and some video settings tweaks. i prefer it as well to a degree, since the default OpenGL settings blurs the textures too much.
i'm not well versed with Quake2.Any similar thing for Q2?
How dare you besmirch my Canopus Pure3D? IT HAD 6MB OF VIDEO RAM, EVERYTHING ELSE HAD 4 OR 2!
Describing two paragraphs as a 'wall of text' ought to be a capital offence.i came in here expecting to see screenshots, not read a wall of texr
But back then, software rendering was REALLY slow. You needed hw acceleration to get reasonable performance.
I remember that running Q2 though my overpriced Orchid Voodoo1 hurt the framerate, so I switched back to software mode during multiplayer.Dude, going from Software mode in Quake and Quake 2 to OpenGL was one of the biggest graphical leaps I ever saw. Just having the simple addition of having a water warp effect in Q1 and colored lighting in Q2 made worlds of difference.
I miss those days so very much... That 60 MHz Pentium!I remember wanting that, but CompUSA didn't have it in stock. So I tried to get a Monster3D, and my fucking piece of shit Compaq Presario CDS972 wouldn't support it. Fuck that piece of shit.
Anyway, a few years later, I had 2 Monster 3D IIs.