Quake 3 r_textureMode example.

Quake 3's r_textureMode cvar has four settings. Generally, you'll only want GL_LINEAR_MIPMAP_LINEAR, which applies a linear filter to both the texture and the mip levels (?).

However, I personally like the look of GL_NEAREST_MIPMAP_LINEAR, which shows the hard edges of the pixels, but still blends the mip levels.

LINEAR means linear filter, which blurs linearly between pixels and mip levels. NEAREST means nearest neighbor, which keeps hard edges between pixels and mip levels.

GL_ is the texture filter, while MIPMAP_ applies the specified filter between mip levels.

Click on a thing to compare

Quake 3 r_ext_compressed_textures example.

turn it off

Actually, I've heard that at least in Wolfenstein, off results in lower-quality textures.

Quake 3 image scaling method example.

Here we have a comparison between a few different anti-aliasing methods from Wolfcam.

A common technique for getting high-quality 1080p footage is to record at a much higher resolution, then scale it down. This results in very smooth footage, with more detail than could normally be achieved at that resolution.

Using r_useFBO and r_fboAntiAlias gives quality in 1080p comparable to 4k footage scaled down with the lancsoz algorithm.

One thing to note is that, while these are static images and thus small details are more visible than in a video, edges are comparably smooth but downscaled footage has a lot more detail in the textures, especially distant ones.

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