
this (the ugly cropping is all me - follow the link for full-size versions): They share a few before/after screenshots, showing it'll go from e.g.

In the next demo update, we've switched from no filtering to trilinear." We're doing the same thing to have a bit of a retro touch. Before video cards became commonplace in the late 90s, textures did not get filtered. This actually has nothing to do with their texture resolution. "In the current demo, some textures look 'pixelated' up close. Now Night Dive are preparing an update to that demo, with nice changes like improving the feel of melee combat, making grenades and other consumables functional, and - oh no! - enabling texture filtering. Which is great! Nightdive's remake combines the old look with modern technology in a charming and stylish way, as Alec examined, and the unfiltered textures are a great part of that. If you've played the System Shock Kickstarter demo, you might have noticed that looking at textures close-up you can see individual pixels. But hey, they are improving the demo in ways too. So I'm mortified to discover that Nightdive Studios are enabling texture filtering in their System Shock remake, after it was so wonderfully disabled in their Kickstarter demo. I bet it's freaking your nut out to discover how real video games should really be played."

People on the bus gasp when they see my twenty-four fingers curl around the grab rail and I think "Yeah that's right, normies, I bet you are shocked: no texture filtering, not even mipmapping. GL_TEXTUREMODE GL_NEAREST read my knuckle tattoos.
