Closed TheFerries closed 4 years ago
Well it seems I could fix it myself, to put it shortly, there was something in the config file that made the mipmapping more intense for some reason. so to anybody who had that issue, there's the fix.
Well actually no! after I changed the FOV from 90 to 105, then the mipmapping came back like the image I posted. Sorry for bothering but yeah, In quakespasm, which I also had at 105 FOV, the mipmapping is way less notable as you can see in the image, I dunno what to do to make the mipmapping look like it does in Quakespasm since some commands are different thanks to the change to vulkan.
I remember having a similar issue with serious sam. i changed texture quality on nvidia to high quality and it was fixed.
Enable anisotropy in the options. In any case, I have no other control over this. Mipmap selection is done in hardware. If it doesn't go away it's some kind of driver issue.
One question, what level of anisotropic does the option gives? because in QS you can choose from X2 up to X16 in the config files, here its just no or yes.
EDIT: wow you were right! well it wasnt a driver issue, but the answer if people are noticing it in NVIDIA drivers, go to 3D configuration, global settings and change texture filtering quality from "quality" to "High quality" that should fix the issue
It enables the maximum anisotropy level available. I didn't see the point having in between settings for such an old game. Glad the driver setting fixed it for you.
I've noticed that vkQuake has a much more intense mipmapping than Quakespasm, at first I thought it was the Supersampling however it wasn't that, changing it to multisampling (as Quakespasm does) shows the difference in mipmapping between the two engines.
I'm using a compiled build for windows x64. I compiled it so I could get the fix for the explosions I mentioned before.
Here's in vkQuake.
Here's in QuakeSpasm.
Zoom in to notice the difference, that lamp looks way more blocky in vkQuake, I cant find which option can change this to make it be like in Quakespasm (plus the benefit of Supersampling) Anisotropic filtering is activated if you wonder.