original or redone?
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Replying to @whitequark @johnregehr
so, original. you can see all four polygons
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Replying to @whitequark
yeah last time I tried HL1 on a modern monitor it looked shockingly bad
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Replying to @johnregehr @whitequark
An ML-based texture upscaling patch would be pretty fun for games like this.
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Surely someone has tried an automated ML-based model-polygon-count-upper.
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If I were in grad school again I would totally want to write such a thing. Sounds fun (and likely to fail occasionally in hilarious ways).
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Related, one thing I would want to actually try if I had time is to replace all the textures in, say, Doom or Quake with SVG and render them at infinite resolution using Pathfinder.
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Can Pathfinder sample an arbitrary (u,v) coordinate inside an SVG? that could be really neat,and relatively straightforwards to implement in games generically (antialiasing might be hard, though...) hook shader compile calls, patch shader source, replacing calls to sampling fns
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Replying to @XMPPwocky @pcwalton and
maintaining the map of loaded textures -> svgs would be tricky, but if you can patch the game engine even that gets easier. If not, can always patternmatch on pixel data...
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I’m working on a library that implements sparse virtual texturing for this. It maintains caches of tiles at zoom levels and rerasterizes on demand.
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Replying to @pcwalton @XMPPwocky and
This loses a little bit of quality over rerasterizing vectors every frame, but not much, and the perf is excellent.
0 replies 0 retweets 1 likeThanks. Twitter will use this to make your timeline better. UndoUndo
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