| ▲ | the_af an hour ago | |
It's not ridiculous. It's also perfectly clear from TFA, one has to go out of their way to misinterpret this. E.g. > Software renderers generally sample textures pixel by pixel, so every texel stays a crisp square. Early 3D cards smoothed textures with bilinear filtering, which looked impressive in 1997 but turns everything soft and blurry to my eye now. The author is a hobbyist discussing things in context. Early 3D cards, bilinear filtering as done in '97, etc. You cannot take random words and criticize the article. This seems to be a retrogaming hobbyist blog about doing stuff with old hardware and games. Nitpicking is pointless. | ||