Comment by cubefox
3 days ago
His point is more about the texture filtering than about anti aliasing. Software rendered games never supported texture filtering (although they could have, at a significant cost), they always used simple nearest neighbor scaling. Of course you can turn filtering off on a GPU too, but hardly any game ever did that.
> Software rendered games never supported texture filtering
Unreal did. Or maybe Unreal 2, I don't remember which.
It didn't use true bilinear filtering, but another technique: Texture Coordinate Space Dithering https://www.flipcode.com/archives/Texturing_As_In_Unreal.sht...