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  • Trilinear filtering.....

    I was reading some forums and someone said that turning off the trilinear filtering in HL improves performance. How do I turn it off?

  • #2
    I don't believe HL uses trilinear filtering. If I am thinking of the same post as you, I was referring to Q3.

    Rags

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    • #3
      hehe, well sorry, I am looking for a way out of my 30 fps too :P

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      • #4
        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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        • #5
          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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          • #6
            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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            • #7
              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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              • #8
                Ok so which gl_texturemode for HL works best with the Matrox G400? Im also looking for any commands in HL that could increase my fps.

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                • #9
                  Because HL is very cpu-dependent, the video card almost always has some time to spare and trilinear filtering has little impact on performance. I always use trilinear. But try for yourself and find out wich is the best compromise for you.

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