4 ms·
Another difference was using small 4-bit textures with own palette applied on different parts of the character body, instead of one huge skin (like done in Quak
by malkia 5y ago
Another difference was using small 4-bit textures with own palette applied on different parts of the character body, instead of one huge skin (like done in Quake), not only this allowed for better sampling - e.g. no blurries around shoulders, but also better and more optimal use - for example most of your hands, or legs often are with the same texture,hence two (or more) different 4-bit textures might server better than one huge 8-bit one (and the pallette for it would be smaller too).
But then there were also tricks of reusing textures (mapping) directly from what was drawn on screen (for blurring, etc).