Or rather, what I imagine people would ask if they saw this site
Q: Why
A: Personal preference. I think texture filtering makes many games look bad, and there were no resources for this specific topic so I decided to make one.

Q: Is there a reason someone who may not like the look of the game without filters to use these solutions?
A: Not really. Antialiasing can be a performance hitter but because of this its usually an option in the GUI.

Q: What is mipmapping?
A: Mipmaps are textures that have been scaled down, which get smaller the further they are from the player. This is for a few things, mainly performance since the GPU wont have to draw the same sized textures a mile away, but also to remove gritty blocky textures in the backgrounds which it does well. I personally don't dislike mipmapping but in several games such as Quake and Thief I really like it disabled. I also find mipmapping to be hell on big textured artwork/murels on walls like in Quake 3 or Unreal Tournament.

Q: What is antialiasing?
A: First you need to know what aliasing is. It is when lines appear blocky instead of like lines. What antialiasing does is takes these lines, and fills in the gaps so it more consistently looks like a line, though there are different types of antialiasing and some accomplish this better or worse(blurry).

Q: What is texture filtering?
A: Textures "suffer" from something very similar to aliasing. When an artist draws or takes pictures for these textures they are often very small but get blown up to fill a space, leading to big blocky textures. What most of these texture filters do is try to make these small textures look bigger by drawing in around each pixel automatically. This makes the textures look very blurry in older games. I feel like the bigger textures get the more texture filtering is actually necessary, or if a game is going for a cartoony look like Team Fortress 2 or Wind Waker I think it is good too, but in general for absolutely tiny textures I just want to turn it off, and you will notice most of the pages on this website are devoted to older games which just happen to have tiny textures.

Q: What is interpolation?
A: Also similar to the other filters, this aims to smooth out animations. It is why in games like Quake (and more recently Devil Daggers) monsters looks wobbly. I would like to mention this was also not in the original release and only came in GLQuake. In many cases I want this turned off because interpolation makes weapons feel less powerful. However network interpolation is very useful, it makes the player camera not feel very jerky. With it turned off in EZQuake for example it will feel like it is locked to 30 FPS. I think in this situation it is fine.

Q: What other settings do you mess with in these guides?
A: Sometimes I decide to look through every setting a game has to offer and along the way I find settings I think are interesting then try them out. The ones I really like I add to the end. This includes things such as increasing resolution or FOV and so on.

Q: What are your favorite examples of games which really benefit from the removal of filters?
A: Great question me, I really like the transformations of Legend of Zelda - Majora's Mask, Quake II, and Thief, games I feel like were way too muddy by default.