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What is Texture Filter Quality in COD2

post #1 of 10
Thread Starter 
I'm wondering what is the texture filter quality in COD2 theres bilinear, Trilinear and anisotropic. which one offers better picture quality and what do they do?
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post #2 of 10
Texture filtering is the method of making textures sharper to the eye.

This is refered to as anisotropic filtering (AF) and what it does is increase the draw distance in which the ground (and walls for that matter) stays sharp.

if you set the texture to trilinear to start and note how sharp the ground is. You will notice that the ground is not sharp at your feet but as you move further away the textures will sharpen.

As you increase the AF the point in which the ground is sharp moves toward the point of origin. So at max settings you should have sharp textures from your feet to the furthest viewable distance. (generally)

By increasing the AF you will decrease the FPS to it becomes a balance between quality and performance.

EDIT: With your card at 1280x1024 you should have no probs running 8x AF or whatever the max is on that card

Hope this helps.
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post #3 of 10
Couldnt have put it better. +rep.
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post #4 of 10
Thread Starter 
thanks alot for all the info. which is the best of the three for better quality?
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post #5 of 10
As i said in increasing quality order:

Bilinear (lowest)
Trilinear
AF x2
AF x4
AF x8
AF x16 (Highest)

Do you understand Full screen antialiasing? (FSAA)

This is also another filtering mode of most graphics cards? Il write a description of that also if you wish

(BTW thanks noxious89123 )
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post #6 of 10
Quote:
Originally Posted by _Floyd_
thanks alot for all the info. which is the best of the three for better quality?
To put it simple the Anisotropic filtering brings the best quality , folowed by the trilinear and the bilinear. You have a great card, so you can use the max quality settings: high aniso filtering.

BTW MjrTom, great reply, didn't know that rep+
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post #7 of 10
Thread Starter 
yeah that would be great if you could explane Full screen antialiasing too
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post #8 of 10
FSAA:

Due to the nature of monitors and the pixels that they have, to draw straight lines such as corners and walls that are not at right angles to eachother you will get a "stepping" effect where the line of the wall will look like it is broken as it moves from one line of pixels (on the monitor) to the next row.

What FSAA does is it uses mathmatical algorithms to "smooth" over these steps so that lines look sharp irrespective of the angle of the line.

What this does means that the curvature of a tank or a circular window say, will look more like it is supposed to.

To simplify it: It gets rid of the broken line effect.

It follows the same principle as AF, in that increasing the AA sharpens the lines giving a more natural realistic look to the mapped environment.

Hope that helps
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post #9 of 10
Thread Starter 
thanks alot for all the detailed on FSAA and AF rep+ for you sir
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post #10 of 10
Quote:
Originally Posted by _Floyd_
thanks alot for all the detailed on FSAA and AF rep+ for you sir
No problem Buddy, I always like to answer peoples questions and pass on the info ive gathered from spending too much time on forums
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