Anisotropic Filtering

BD2003

Lifer
Oct 9, 1999
16,815
1
81
I never did bother trying it out until today and boy was I surprised. Its like FSAA for textures, and makes an incredible difference. Textures dont get blurry in the distance or on angled walls, and everything is just razor sharp.

How much of a performance hit is there though? I cant really tell in day of defeat, because it stays a pretty solid 60fps all the way throughout with me. I'd run 3dmark, but I cant seem to figure out how to get it to work on my radeon 7500 in direct3d.

Give it a try, youll be surprised. I can't bear to look at bilinear filtering anymore, and it will defintely make a lot of your older games look that much better.

32bit 4x FSAA and High Quality Ansi Filtering looks sooooo nice...

How's the Gf3's implementation of it?
 

richleader

Golden Member
Jan 1, 2001
1,201
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GF3 is great, I usually use level 4 (32 tap) on most apps, the performance hit is about a little less than enabling 2x fsaa, so rather than 4x fsaa, I do that plus quincunx or 2x.

There is a pretty significant frame rate hit enabling it though, just stay away from 64-128 tap.
 

boran

Golden Member
Jun 17, 2001
1,526
0
76
for halflife I prefer Trillinear filtering over any aniostropic (maybe also cous my MX doesnt do a decent job in aniostropic filtering) but I'll be able to tell you which one I prefer when I get my GF3ti200

 

sash1

Diamond Member
Jul 20, 2001
8,896
1
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I prefer trilinear over anisotropic in HL as well. My card can do anisotrphy is HL just fine, but it doesn't look as good as trilinear...

It depends on the game, though. I prefer anisotropic in UT.
 

Rage187

Lifer
Dec 30, 2000
14,276
4
81
I use 8(64) tap always..



With higher res, you really dont need AA, 1600x1200x32x64 You dont see jaggies..
 

BD2003

Lifer
Oct 9, 1999
16,815
1
81
Well, with a Geforce, everything at 1600x1200 is blurry anyway.

My LCD is fixed at 1024x768, so Im only getting higher reses through AA.