Quote:
Originally Posted by Prof
I'm afraid this really isn't true. Anisotropic filtering does affect textures in the distance, but only when they are being displayed at a high angle (i.e. not looking perpendicular to the plane of the texture).
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We're more on the same page than you think. I just didn't specify the angled aspect. But walking around a 3D city such as GRAW, how many building walls are actually perpendicular to you....lots of angled textures to be filtered. I was trying to answer in a simple manner to someone who might be an "Ansitropic beginner".
Quote:
Originally Posted by Prof
In theory, AF should be great in SH4 because you often end up looking along the surface of the water. However, the wave effects mean that it really doesn't make a difference.
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Exactly the reason I said AF in SH4 could be a performance hit, because of the large ocean surface, and may not be worth it.