Quote:
Originally Posted by Tolwyn
It doesn't change too much.
Object rendering doesn't change. Draw distance doesn't change.
If anything, AF makes it HARDER to see ground objects, not easier.
Here's what's happening: for every FRAME your GPU renders, it takes what you're about to see and routes it through the filter, then it sends it along the pipeline to the output.
This happens OUTSIDE the game rendering engine. If you have cycles to spare, more power to you. But I'd take 3fps more to just have awesome looking trilinear filtering, thanks.
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Quote:
Originally Posted by RPS69
Actually, a lot of moiree effects disappear with anisotropic filtering. Things look much more real... at ground level. Try to make a landing approach with and without.
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Quote:
Originally Posted by RPS69
Reasons:
Mud moving, landing strips, and low altitude graphics in general. It changes a lot.
Obviously, if you are going to play in the clouds, there is no practical use for anisotropic extensions.
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TexMipFilter=3
Runway/airstrip tiles benefit from this setting the most, they extend the rendering full length instead of @ 50m from the pilots view making landing a more pleasurable affair visually.
Terrain in general is sharper at all distances and looks better than an out of focus fuzzy distance render with the lesser settings.