I was reading some forums and someone said that turning off the trilinear filtering in HL improves performance. How do I turn it off?
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Trilinear filtering.....
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Look for Kruzin's suggestions. He's posted them quite a bit.
There's Trilinear filtering in HL? *consults halflife.pcgame.com* Sure doesn't look like it in the game. I belive my gl_texturemode is set to GL_LINEAR_MIPMAP_LINEAR, which is supposed to be high quality trilinear filtering.
You can SEE the effects of trilinear on/off in UT. Go to the DM board where there's carpets in the castle. Look down a hallway with the carpet and run down the carpet. With trilinear on, the carpet stays smooth all the way to the "horizon". With trilinear off, you'll get three sections - far away, middle, and close-up, and you can see the breaks in the carpet between each region.
The problem with UT is that trilinear exacts a serious performance penality. I don't use it.
In HL, I always see this far/middle/near divide. I'll have to double check that trilinear is enabled now.
Just my $0.02
[This message has been edited by IceStorm (edited 23 February 2000).]The pessimist says: "The glass is half empty."
The optimist says: "The glass is half full."
The engineer says: "I put half of my water in a redundant glass."
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To set the texture filtering to bilinear set
gl_texturemode gl_linear_mipmap_nearest
to the config file.
IceStorm is rigth, gl_linear_mipmap_linear is trilinear filtering.
To even more performance (and for Matrox Mystique flashbacks) set it to point sample: gl_nearest
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Hi Nuno,
I thought that that command did not enable trilinear filtering, but rather trinlinear dithering. Which, the G400 treats the same way as true trilinear filtering but the visual result is still a dithering. I thought this was a limitation of the Q2 engine. On a side note, using a TNT2 there is very little performance drop using linear instead of nearest. Then again, HL uses a modified Q2 engine, and it may very well do it properly...I'll have to do some digging
Rags
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Hi there Rags
I´m positivly sure that gl_linear_mipmap_linear stands was always intended for true trilinear filtering. Nvidia just fakes it, that´s all - althought they implemented it properly with the Ge-farce. The G400 does correct trilinear with gl_linear_mipmap_linear. You might see some dithering if you are in 16 bit color. Start Q2 in 32 bit color, take a few screenshots with gl..._linear and gl..._nearest, magnify them and you can see no dithering at all with trilinear in 32 bit.
I think you can get half-life to run in 32bit mode if your desktop is at 32 bits and you add -32bpp in the shortcut command line.
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