Originally posted by: Concillian
They do different things for image quality. It's hard to say which gives "more" image quality enhancement.
AA is easy enough to understand, it will blend colors of jagged edges, so that a black line on a white background will not be a 'stairstep' of black pixels on a white background, but a balck line with a white background and some grey pixels in areas to make the enges look smoother.
AF is a texture filtering quality enhancement and is most noticeable on floor textures. It's pretty difficult to explain what it does.
Here is an older article that shows what texture filtering does:
http://www.nvnews.net/previews/geforce3/anisotropic.shtml
All I have heard is that AF prevers the 3D image asit fades into the background. But that sounds a little too basic. And thanx for telling me some optimal settings. I didn't know that AA 6x could give a big performance right after 4x. And I do see the LOD problem you are talking about with AF. I got somethign to that effect to.
Will enabling Temporal AA give a huge performance hit?
It's OLD, discussing the GF3, but the part on filtering is a pretty good example of what it's doing.
4x AA and 8x AF is the sweet spot for me.
4xAA provides noticeable quality improvement, and 6xAA provides a pretty big performance hit
For AF, the most annoying to me is how you will get a "line" in front of you where the LOD changes. Using "8x performance" is generally enough to blend this line in a way that I don't notice it, and as long as I don't notice it, I'm happy.
Personally the LOD thing is a huge annoyance to me. I'd rather run lower res, no AA and 8xAF than higher res or 6xAA and no AF. People are different though, find what you prefer.
3Dmark is no more rigorous on your system than running a game. It merely provides a comparison point... and it's pretty too
🙂 .