xaxazak replied to Texture filtering options? September 11, 2021 @ 10:48:08 pm PDT

Originally posted by Ataxio:
Despite your multiple wikipedia links, I don't think you fully understand what texture filtering is & how it applies to a game like Valheim.
I'm a graphics coder, OpenGL, Vulkan, even did some D3D. I was simplifying a bit. What do you think I got wrong?

Originally posted by Ataxio:
I've never noticed the effects of bilinear filtering, or a lack of filtering for that matter & it would stick out like a sore thumb if it was a the case & a lot of people would be bickering about it.

Take a look at this screenshot - especially the upper back of the characters. Do you see a grid of squares, each a single solid color? (yes there is some lighting variation so they're not exactly the same RGB value, but surely you can see the blockiness?). [/quote]

Originally posted by Ataxio:
If something like this bothers you, I would avoid the game as you'll be fighting from the ground up to turn it into something that it's not.
As I was explaining, it's a trivial change to add an option (if they've coded it well - if every different texture shader has nearest (blocky) filtering manually set then it might require a little bit of find and replace).

Here[www.khronos.org] is the filtering variable I'm talking about for Vulkan, which resides in the VkSamplerCreateInfo structure.
8:13 am, September 12, 2021
xaxazak 0 comments 0 likes