In computer graphics, texture filtering or texture smoothing is the method used to smooth textures used in 3D models. Some consoles use texture filtering.
In emulation, texture filtering can be applied even if the original console did not use it. Many emulators support such features.
|Console||Texture Filtering||Types of filtering|
|Nintendo 64||✓||Three-sample bilinear|
|Sega Dreamcast||✓||Bilinear, trilinear, anisotropic|
|PlayStation 2||✓||Bilinear, trilinear|
|GameCube||✓||Bilinear, trilinear, anisotropic|
|Xbox||✓||Bilinear, trilinear, anisotropic|
|PlayStation Portable||✓||Bilinear, trilinear|
|Wii||✓||Bilinear, trilinear, anisotropic|
- Nearest neighbor: basically pixelated.
- Nearest-neighbor with mipmapping: pixelated, a different lower res texture is used for long distances to avoid aliasing.
- Bilinear: every pixel is interpolated from the closest stored pixels (also called texels).
- Trilinear: same as trilinear, but the different mipmaps are also smoothed between each other as the object gets further away.
- Anisotropic: like bilinear and trilinear filtering, anisotropic filtering eliminates aliasing effects, but improves on these other techniques by reducing blur and preserving detail at extreme viewing angles.
- xBR: pattern recognition, only worth it for low res pixel art with few colors.