VOGONS


First post, by Feanor_twh

User metadata
Rank Newbie
Rank
Newbie

I've been doing a lot of research on disabling texture filter in late '90s 3D games to get a more authentic experience. I've found it working with some games like RTCW, Half-Life, and Quake II, but each game has its own specific procedure, and it ends up being a real headache. Besides, in some games, like UT99 and GTA III, I haven't been able to do it at all.

It occurred to me that there might be a way to do it through driver settings, but I'm using an FX5200 (Detonator 45.23), and that setting isn't there.

Does anyone know of a stable driver version that has this functionality? Maybe the Omega driver?
Does anyone know of any other way to achieve this?

Reply 1 of 3, by Thandor

User metadata
Rank Member
Rank
Member

Perhaps Rivatuner can help out here? I haven't used this tool for ages but I remember it had various options like tuning LOD-bias. Perhaps/probably it had mipmapping and filtering options, too.

thandor.net - hardware
And the rest of us would be carousing the aisles, stuffing baloney.

Reply 2 of 3, by havli

User metadata
Rank Oldbie
Rank
Oldbie

I am not sure what "authentic experience" are you looking for.... Pretty much any 3D accelerator supports bilinear filtering, even very old ones - Voodoo Graphics, Riva 128, etc. Perhaps early Matrox, ATi Rage and S3 Virge doesn't, but these have serious performance issues with most games as it is.

Rivatuner should be able to force nearest point mode. Apparently it was available on GF4 Ti and 30.x drivers http://ixbtlabs.com/articles2/gf4/gf4ti4200-3.html
I don't have the option on GF4 MX and 71.89 drivers, so at some point this function was dropped.

HW museum.cz - my collection of PC hardware

Reply 3 of 3, by leileilol

User metadata
Rank l33t++
Rank
l33t++

WRT "more authentic experience":

If you force disable bilinear filtering in many games, you'll also wreck the lightmaps that get blended and that's definitely NOT what the artist intended nor is it "authentic". Forcing nearest will also not undo the non-power-of-two textures getting quickly rescaled/resampled with detail loss or additional aliasing.

You'll also notice in the software renderers for the UnrealEngine1 games, there's intentional attempts at texture filtering anyway! The late '90s pc experience WAS about the bilinear filtering. If you were playing 3d accel'd PC games without bilinear at that point, you were probably on a Mystique or a PCX1 and there'd be much worse rendering issues (no blending functions).... or it's one of those few PSX ports with bad reviews about it.

on top of all that, 3dfx cards were common and they smeared the image output!

If you want to stick with chunky pixel 'authentic experiences', just prefer the software renderer if they're available. Not every 3d game was Darwinia

EDIT: here's a PCem 3dfx V3 screenshot with the emulation's filter forced off as an example of UT on nearest. Softdrv doesn't look like this either as that filters the luxels in the texturing.

apsosig.png
long live PCem
FUCK "AI". It is a tool of fascism. We do not need it. We do not use it.