Anisotropic filtering has actually always looked phony; it interferes with trilinear filtering because it compounds it.
Larger textures with VQTC ratios not insanely high and 4x sparse grid super sampling with proper LOD bias adjustments were a better idea. I realize that FXT1 was S3TC based and that 8 bit palettized textures looked lousy. However, lower-bit and lower-res lossless textures are too often a better option than any block texture compression formats that have been dominant for the past 15 years. I know (as do many others) that some implementations were worse than others but I also observed that 98% of the time they were all rude-smelling farts.
MSAA is only good for geometry; and using other than 4 samples of it was just patchwork. FXAA and TXAA didn't look all that good to many people and they looked downright lousy to some people including the man with the AT forums user name Anarchist420.
Anyway, I think the most logical solution starting now is for the IHVs to make OpenCL renderers that do all the rendering esp given the horsepower and computational features in the R290 or even GTX titan.. they could def balance the rendering load quite well between either of those and a 4790K.
I mean, even considering programming any more graphics in DX and OpenGL is a terrible idea considering that games will look better and perform better NOT using tex units, depth units, tess units, ROPs or any other hw rendering units.
Larger textures with VQTC ratios not insanely high and 4x sparse grid super sampling with proper LOD bias adjustments were a better idea. I realize that FXT1 was S3TC based and that 8 bit palettized textures looked lousy. However, lower-bit and lower-res lossless textures are too often a better option than any block texture compression formats that have been dominant for the past 15 years. I know (as do many others) that some implementations were worse than others but I also observed that 98% of the time they were all rude-smelling farts.
MSAA is only good for geometry; and using other than 4 samples of it was just patchwork. FXAA and TXAA didn't look all that good to many people and they looked downright lousy to some people including the man with the AT forums user name Anarchist420.
Anyway, I think the most logical solution starting now is for the IHVs to make OpenCL renderers that do all the rendering esp given the horsepower and computational features in the R290 or even GTX titan.. they could def balance the rendering load quite well between either of those and a 4790K.
I mean, even considering programming any more graphics in DX and OpenGL is a terrible idea considering that games will look better and perform better NOT using tex units, depth units, tess units, ROPs or any other hw rendering units.