DrBeef / QuakeQuest

The first (and only I think!) 6DoF implementation of Quake, using the DarkPlaces Engine for the OpenXR Standalone VR HMDs
GNU General Public License v2.0
128 stars 9 forks source link

Anisotropic filtering #29

Open BurningFishNL opened 4 years ago

BurningFishNL commented 4 years ago

Thank you so much for this amazing port!

I was wondering though, if it's possible to enable anisotropic filtering? I was able to do this in your Quake 2 port so I imagine the Quest would have no trouble pulling this off in this port.

I tried adding "+gl_texture_anisotropy 8" (this is what enables anisotropic filtering in Dark Places, which your port is based on afaik) to commandline.txt, adding an autoexec.cfg file with this command and putting the command in config.cfg, but none of these methods worked.

It would do wonders for the textures. Can this be added?

neitey commented 4 years ago

I think actually try to add "gl_texture_anisotropy" "8" to the config.cfg

If you want an improved look, you should check out the hd texture pack on reddit r/quakegearvr.

BurningFishNL commented 4 years ago

I think actually try to add "gl_texture_anisotropy" "8" to the config.cfg

I tried that but with no succes.

If you want an improved look, you should check out the hd texture pack on reddit r/quakegearvr.

Nah, I like to keep the original artwork in there. And since Dark Places supports anistropic filtering I would think it's not too complicated to make this accessible in this port.

neitey commented 4 years ago

can confirm: gl_texture_anisotropy 2 -8 does not seem to have any effect in QuakeQuest but works with pc dark places.