Reshade has some paint shaders which try to do this effect but they don't come close to some of the pictures in that thread, and they already eat tremendous performance if you use higher values. Not sure whether the effects from e.g. simplify is doable today, takes a lot of passes I think.The conclusion 3 years ago was that it could probably be doable with barely acceptable framerates if you used a low enough resolution. I feel like it might be doable in realtime now at something like 1920x1080@30fps in a sufficiently old or undemanding game.
Paint shader alone (Kuwahara filtering)
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Paint shader with Cartoon shader
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This might offend some people, but I find these old FPSs really charming.There's something oddly appealing about Quake running at modern resolutions with texture filtering turned off.
This might offend some people, but I find these old FPSs really charming.
It's also fun to just squint your eyes and see the pixels transition into new forms which wouldn't exist when looking at it normally.
This might offend some people, but I find these old FPSs really charming.
I agree with you on this. The graphic style, and character design, was interesting but the gameplay didn't really appeal to me either. It started out OK but quickly became repetitive and confusing.Nice! I'd just started playing this game and while I really like the graphic style the gameplay isn't my favorite. The "adult" humor also seems out of place and borders on downright offensive (and I'm no prude).
On another note I did make up a table and guide to add to the screenshooting tools already available.
There's something oddly appealing about Quake running at modern resolutions with texture filtering turned off.
This might offend some people, but I find these old FPSs really charming.
Quake 1 - episode 5 from Machinegames + mods
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I'm pretty certain that the engine have trilinear MIP filtering turned on in those screenshots 8p
Same. Please post more Quake shots. As lovely as the more professional shots can be, you can never have too much Quake!
Well, technically yes, it is doing nearest neighbor on the textures themselves and 16x af to avoid the look of crappy mipmaps. However my goal was to make it look as close as I could to the original unfiltered software renderer, which I think it does get pretty close to, just with the added benefit of higher resolutions.
The original s/w renderer had s/w based mipmapping and no AF so even on very high resolutions (which were like 1600x1200 back in the days of its release; and the game was hardly playable in anything above 640x480 even on top end CPUs) the textures were never that clean in the distance.
Took 32 screenshots of Witcher 3 running at 6880x2880. Total size is like 700MB
Album if anyones interested
EDIT: Oh. For a second I thought you were saying you did a 32shot pano or something. I don't particularly see the point in uploading the 6880x2880 shots here but... ok.
It's probably just my nostalgia goggles but in my mind, Quake still looks like this
I'd like to see what enemies look like with those mods
Name of the game. It's in the rules!
Gorgeous shots guys.
Neogaf still takes the cake in terms of quality
Particularly impressed with the Doom shots.
Very cool I didn't know MachineGames had done a Quake map for its 20th anniversary. Care to explain which mods you used ?
EDIT : "Quake Revitalization Project" I guess ? Something else ? Your shot does look clean
Because this is the screenshot thread of no compromises![]()
Can't you work it out?
low polybut with these textures fits with mods