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Nice looking textures at a distance
11 posts on 1 page
1
Graphics Discussion
2007-10-07, 09:11
#1
jOn
Member
231 posts
Registered:
Jan 2006
how do i get nice looking textures at a distance, they are blurry now, ive tried 16x af, dosnt help
2007-10-07, 16:22
#2
shaga
Member
229 posts
Registered:
Aug 2007
I'm facing the same problem. They(qrp in this case) look stunning at close distance but they all are blur at far. I use AFx0 in ezq but AFx8 in ati ccc. This seems rather simple problem. I think some gl_mip setting would help but don't know which. Anyone?
btw, Someone said ezq AF sutters the crosshair some way.
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2007-10-07, 17:06
#3
jOn
Member
231 posts
Registered:
Jan 2006
shaga wrote:
I'm facing the same problem. They(qrp in this case) look stunning at close distance but they all are blur at far. I use AFx0 in ezq but AFx8 in ati ccc. This seems rather simple problem. I think some gl_mip setting would help but don't know which. Anyone?
btw, Someone said ezq AF sutters the crosshair some way.
Well you can use different gl_texturemode settings, but its not quite what im looking for, they get too sharp...
2007-10-07, 21:33
#4
purplehaze
Member
215 posts
Registered:
Mar 2006
things i can think of:
-use aniosotrpic filtering in your video card's control panel: "(AF) is a method of enhancing the image quality of textures on surfaces that are far away and steeply angled with respect to the point of view."
-use GL_TEXTUREMODE "GL_LINEAR_MIPMAP_LINEAR" in quake
-use the highest image quality in your video card's Control panel.
-do not use any "optimization" features in your video card's control panel
-use "gl_max_size 512" or more in quake. a low setting will reduce texture quality. (i use gl_max_size 4096 but maybe i'm crazy)
-use "gl_picmip 0" in quake
-make sure you are running quake in 32bits per pixel (-bpp 32 on quake's cmdline)
im probly missing somethings but its a start
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2007-10-07, 21:59
#5
Herb
Member
303 posts
Registered:
Jun 2007
You should also set mipmap detail to the max, it will help a lot.
2007-10-08, 05:44
#6
Lava Croft
Member
55 posts
Registered:
May 2007
You want Anisotropic Filtering.
Help me understand the little that I know.
2007-10-08, 06:07
#7
deurk
Member
950 posts
Registered:
Apr 2006
jOn wrote:
ive tried 16x af, dosnt help
2007-10-09, 07:05
#8
Lava Croft
Member
55 posts
Registered:
May 2007
deurk wrote:
jOn wrote:
ive tried 16x af, dosnt help
Then there is either something wrong with his eyes, his videocard or his ability to click on stuff in menus and enable AF.
Help me understand the little that I know.
2007-10-09, 08:38
#9
niomic
Member
284 posts
Registered:
Oct 2006
Dunno what kind of sharpness you're looking for. This shot is with:
Aerowalk
AtiTray OpenGLsettings:
- AA*6
- AF*16 High Quality mode
- Texture Preference High Quality
- Mipmap detail level High Quality
QW
- 1280x1024
- high quality mode
- gl_detail 1
- gl_anisotropy 0 - this is still broken in 1.8.2 at least and anything > 1 will blur your xhair, gpu override AF still works
- gl_texturemode GL_LINEAR_MIPMAP_LINEAR
2007-10-10, 00:53
#10
Lava Croft
Member
55 posts
Registered:
May 2007
http://en.wikipedia.org/wiki/Anisotropic_filtering
Help me understand the little that I know.
2007-10-27, 12:58
#11
jOn
Member
231 posts
Registered:
Jan 2006
Well found some nice settings, works best with 960x720 or higher:
gl_max_size 2048 or higher
gl_linear
gl_anisotropy 8
gl_picmip 2 (1 or 0 makes qw too sharp imo)
11 posts on 1 page
1
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