LordTheNightKnight said:
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storage issn't the cause of the grainy textures for either, the reason the textures are grainy is due to their texture filtering method, both use what is referred to as point or "nearest neighbor" which simply uses the color that fills the majority of the space of the pixel after adjusting for the new perspective, you could take a high resolution texture and with nearest neighbor it would still look grainy when not viewed at the proper distance and angle,though the grain texture would become increasingly fine with resolution,
the alternative is using a linear filtering technique in which an array of pixels from the textures are used to develop the appearance of any given pixel on the display, allowing for a much smoother appearance, though if the texture isn't high enough resolution it will become a blurry mess like many games on the 64, these are also more resources in tensive
these techniques are combined with mipmapping (and the enhanced forms) to reduce shimmering and aliasing
basically if you were approaching infinitely high resolution textures output at approaching infinitely high resolution point would be just fine as everything could simply be 1 to 1 and the aliasing and shimmering would in theory be a non-issue
I HAVE A DOUBLE DRAGON CAB IN MY KITCHEN!!!!!!
NOW A PUNISHER CAB!!!!!!!!!!!!!







