Pages: [ 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 ]
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?











