Fsaa And Anisotropic
DOOManiac
Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
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in Off-Topic
<div class="IPBDescription">I can't tell any difference...</div>I guess I'm still in the Stone Age of visual quality in gaming. To this day I do not use FSAA or Anisotropic whatever it is. Now I know what FSAA is, but WTH is Anisotropic?
And of the screenshots I've seen, I haven't seen it make any difference at all.
Does anybody have any good examples of why I should use either one?
And of the screenshots I've seen, I haven't seen it make any difference at all.
Does anybody have any good examples of why I should use either one?
Comments
Run a game like CS, make sure there's a large building in plain view. See those jagged edges on its surface?
Now turn up AA and AF, those jagged edges aren't so jagged anymore, are they?
However with most players now using resolutions above 1024x768, the effects of anti-aliasing are not as apparant as they used to be.
However, the same is not true with anisotropic filtering. The higher the resolution, the more you need Anisotropic filtering. At lower resolutions, textures just don't mean that much. As you increase resolutions, you can pick out the flaws in textures, which is what anisotropic helps smooth over.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->When a surface has a property of characteristic that is not the same in all directions (for example, woodgrain, tire marks on a runway), anisotropic filtering can be used to blend those features in one direction only (the lengthwise direction, the direction of the grain) so as not to diminish the separation detail.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->*from google definition of anisotropic
Practically speaking:
A comparison of anti-aliasing and enabled and disabled: (look especially along the edge of the tire as it contrasts against the road surface)
<img src='http://www.tomshardware.com/graphic/20030306/images/iq-fsaa-2.jpg' border='0' alt='user posted image' />
The same for aniso: (look at the guard rail)
<img src='http://www.tomshardware.com/graphic/20030306/images/iq-aniso-1.jpg' border='0' alt='user posted image' />
<b>All pictures credit Tom's Hardware Guide, taken off of article "Strike Force: The new ATI Radeon 9800, 9600 and 9200 Series" of 3/6/03</b>
For NS, I'd say that anisotropic filtering is more important. Because of the drab color of all the walls in most maps, there just isn't that kind of color contrast as you see between the tire and asphalt in the first demo pic, to make you really notice the aliasing.
wint!
basically, antialiasing gets rid of the
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effect and turns it into
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wow, my ascii art is horrible
keke, now for aniso.
load hl, without it on, go up against a wall and look down it.
see those lines where the wall gets blurrier?
turn aniso filter on, the blur should:
a) go away
b) blend gradually
c) explode
And I still dunno what Anisotrophic filtering is heh.
Hope that helps Doom.