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Real players know you us the coarsest mipmap level the whole time, so every texture is something like 4 pixels. And 320x200 and directmouse. It's the smooth movement, high fps and direct control that provides the sense of "being there". Not the graphical fidelity.
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I think you've almost exactly described my Counter-Strike setup 25 years ago.

Friends at LAN parties complained how ugly it was and my rebuttal was usually: "I'm afraid it stays unless you can buy me a better video card." The fact that the CRT slowly drifted to a yellow tinge on everything didn't help the asethetics--especially on de_dust. The GPU at the time might have been a Riva 128 ZX.

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Is there a video somewhere (or easy download/install on linux) so I can see/play what this looks like
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Shameless plug for my own project, Quake-SRP (the Slop Rust Port).

Video: https://www.youtube.com/watch?v=8TvVMzyxACc

Browser(shareware): https://quake-srp.pages.dev/

Source: https://github.com/terrapapagalli1516/quake-srp

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This is a good example of human-agent teaming tbh. Nice one.

I love the graphics in your video, really interesting and fit the vibe of the original game too.

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Extraordinary attention to detail. Looks beautiful!
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Of course you can but I think author’s point is to actually test/evaluate maximum performance of true software rendering on modern machines, and this is fine and refreshing exercise, even with filtering.

This actually what I have also returned to in my latest demoscene demo: https://www.pouet.net/prod.php?which=106969

It’s 100% software rendering on CPU just multithreaded. But no metal/direct3d just framebuffer and rest is yours routines… and I actually added bilinear filtering…

Still fun project to do and remind yourself about fundamental algorithms behind elementary 3D graphics

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You have to admit, it makes for a less catchy title
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T-shirt worthy
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Yeah, when glquake and the Voodoo1 came out, I was actually initially disappointed because I'd seen demos of vquake on the verite and its texture mapping was closer to the original. But you couldn't complain about the framerate of the 3dfx.
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