>>CodeAr+(OP)
Probably because the textures were just too low resolution. You add bilinear filtering to low-res textures, you get something that looks blurry.
>>snek_c+Ap
Yeah, the texture memory was anemic. 4KB total. If you had mipmapping on, that ate half leaving you with 2KB which is only enough to fit a single 32x32 pixel texture at 16-bit color.
>>CodeAr+(OP)
OMG I thought I was the only one. I was on team Playstation and my friends at the time were all raving about N64 and i was like "Am I the only one that genuinely thinks this looks WORSE?"
>>deanCo+vA2
Both teams were delusional, it all looked bad on consoles :) one had uncorrected perspective, fixed point math resulting in gaps in geometry and no filtering, the other super low res textures resulting in blurry mess.