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Why did game devs forget about texture filtering?
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>>729651584
i dont see the difference
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>>729652295
The blur starts early in left than right.
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>>729651584
Looks the same
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>>729652394
>>729652295
are u blind? right is not blurry at all, while left is essentially only not blurry close to the camera.
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Consoys STILL don't have proper AF as we enter 2026, LOL.
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this used to be a hot topic during ps1 vs n64 vs saturn.
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>>729651584
Nearest is best
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New AAA games be like
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>>729653063
>>729651584
so why does this happens?
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>>729653063
new AAA games have all the detail made with 3d models which cause aliasing issues like weird shimmering. so they smear it with TAA. it's so disgusting.
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>>729654351
they dont use 16x
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Both look disgusting for the same reason though
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>>729654351
I assume anisotropic filtering is hard to do if you're doing deferred rendering.
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This really bothers me in death stranding. Whether it be console or pc
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>>729651584
>no glasses
>glasses on
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>>729653063
You can force AF in any game on PC, even emulated console games.
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>>729655653
It's not, also Anisotropic Filtering is basically free resourcewise
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>>729651584
I'm a gamedev and I did not forget about it
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>>729655653
are you mixing it up with anti aliasing? MSAA has been known to be difficult to implement in deferred pipelines, this and transparency, iirc anisotropic filtering is just one of many filtering modes (point, linear etc.) when sampling a texture
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>>729659442
It needs a good deal of extra VRAM since you need to store multiple versions of each texture which have been resized to different aspect ratios. Consoles don't have a lot of memory.
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>>729662215
>Consoles don't have a lot of memory.
Neither do PCs any more
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>>729654472
Repeated textures are so lame and unprofessional. Just randomise samples ffs, it's not that hard, you're going to bake it anyway.



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