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2x anisotropic filtering

XGI

NVIDIA

     

    

Here is the first surprise: anisotropic filtering by XGI is the same bilinear filtering but with a bit higher level of texture detail. Do you see how far MIP-level borders have been moved?

4x anisotropic filtering

XGI

NVIDIA

     

    

MIP-level borders on the images obtained from Volari are even farther now, but texture quality hasn’t got any better on the remote surfaces. Well, this is a highly original view of anisotropic filtering algorithms, isn’t it?

 

 
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