Iron Tiger
Regular
Some of the weapon effects and the swarm in Resistance 2 are pixelated.
Some of the weapon effects and the swarm in Resistance 2 are pixelated.
Filtering (bilinear or otherwise) makes any texture look blurry if you get close enough. Most textures today are high-res enough that you rarely get close enough to see them blur. Pixellation is caused by point sampling, not by under-resolution. In this picture, both images use the same textures; one half uses bilinear filtering and the other does not.
The PS3 glitch I have seen twice now looks like the top right, not the bottom left. The other game I've seen it in is Dead Space (it's on the floor at the end of the Leviathan boss chamber). That prompted me to post the thread, because I have now seen it in 2 out of 3 games that I own. If I see anything in Fear 2, I'll post in the thread.
The reason I'm wondering about it is that I haven't seen pixelation in games since the 90s. Hence, I thought maybe someone with some programming experience could explain why this is an easy mistake to make.
Most textures today are high-res enough that you rarely get close enough to see them blur.
I've seen something like the Big Daddy issue on some rocks in Fallout 3. I was wondering what it was because I've only seen it twice after 100hours+ of play. Could be a bug because otherwise Fallout 3 has some of the best filtering of any current gen game.
Great, ego issues. So you basically said that despite a software bug that potentially nullifies filtering, there shouldn't be any pixelization and added that filtering makes textures blurry. Neither of which is true, so upon pointing that out, you're getting defensive instead of elaborating your point if I'm misunderstanding you?
A texture will only look blurry if it's low res if it's filtered (such as the example on that page) and even then, it'll depend on other factors such as the quality of the filtering (bilinear vs anisotropic for example) and so forth. If filtering made textures blurry regardless of resolution, then we'd have problems.
Leave ego issues out of here. If anyone misinterprets what you said because your post wasn't thorough or clear, elaborate instead of getting defensive as if you're being called an idiot.
Maybe you should understand what you are saying before you attack people?
Alright. "Maybe you should stop making presumptions?" in your own tone and just elaborate like you did just now (genuine thanks for that). Maybe I was a bit harsh in my 2nd reply but you somehow missed the fact that I seemingly misunderstood what you said and flew off the handle. No harm done in the end.
The problem with big daddy and in many other games is caused by bad use of DXT texture compression on normal or specular maps.I've seen something like the Big Daddy issue on some rocks in Fallout 3. I was wondering what it was because I've only seen it twice after 100hours+ of play.
Hmmm...I've played that one alot and never noticed. Any links?
The problem with big daddy and in many other games is caused by bad use of DXT texture compression on normal or specular maps.
http://developer.nvidia.com/object/real-time-normal-map-dxt-compression.html
But surely the use of point sampling comes down entirely to the hardware/pixel shader? No matter what data is coming in when and how, it should be rendered as texels as an average of multple samples.In this case, it might be a bug in the streaming code, as it looks like a lower res mip map being used.