there's something decadent in playing half life 1 at 3200x1800
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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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Oh incidentally, I’ve had discussions with folks about the problem of random access sampling of vector graphics, and I know how to do it, more or less. But I don’t think it’s worth it in most cases compared to sparse virtual texturing. Quality wins not worth the perf loss.
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