Click To Unmute. Start at: End at: Autoplay Loop. Want us to remember this setting for all your devices? Sign up or Sign in now! Please use a html5 video capable browser to watch videos. This video has an invalid file format. Auto HD High Low. Report a problem. Sorry, but you can't access this content! Please enter your date of birth to view this video January February March April May June July August September October November December 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 Year Got a news tip or want to contact us directly?
Email news gamespot. Gaming Tech. Michael Higham Editor and host at GameSpot going on 5 years! Load Comments Disney Plus Passes Million Subscribers. Forza Horizon 5 Breaks Xbox Records. My question then is, is this actually true? I've read benchmarks from TweakTown for Overwatch for example and some other modern games where increasing this setting from 1x to 16x does have a discernible performance impact on modern cards despite what the general perception seems to be.
Now, of course this penalty appears relatively small in these tests -- 1 or 2 fps basically between 4x and 16x for example, but I might argue that can be a meaningful difference in some cases. Perhaps notably, I recall on last gen consoles something like 4x ATF was generally used as the "sweet spot" for this setting in many cases. For myself, I have a very hard time telling the difference between an image at 8x AF vs 16x AF so I wanted to ask about what the recommended value is for this on a forum where I expect people actually know about this sort of thing.
If the performance impact is truly negligible and 16x is the preferred default for this across the board, I'll start doing it, but I wanted to verify this first since 16x seems like major overkill unless I'm missing something. Thanks for your time, I appreciate it. BlindBison , Jul 7, Some games had issues with 16xAF. And few more I can't remember atm. I've been running 16x AF for years now, no performance hit at all. Globally I set it to Application controlled and the Texture filtering quality to High quality.
I check the optical result on game basis and then I use nvcpl or game options. Always 16X though, cause the performance hit is insignificant in my opinion. Apparatus , Jul 7, In most scenarios, you can safely put it at 16x without a noticeable impact on performance. However, there will still be a noticeable performance impact during scenarios where your videocard is being stressed heavily.
This occurs on all video cards due to the nature of how the feature works. It's rather easy to test the performance cost of AF for yourself. Find a spot in a game that really stresses the GPU and where you can barely meet your minimum target frame rate, preferably with lots of foliage and particles right in your face.
Now change the AF settings and see the results. I just fired up Kingdoms of Amalur and stood around in a waterfall splash area fillrate capped for a quick demonstration: No AF - ranges from 47 to 50 fps. I think that's a pretty big impact, especially since I'm already way below my target frame rate of 50fps 50Hz. The difference only becomes obvious when the GPU is at its max fillrate, being stressed heavily.
This also occurs on my brother's Ti and on a friend's in GTA 5. Some spots in the forest with lots of grass, shadows, ambient occlusion and 16x anisotropic can stress those cards pretty badly, and when you use a car to perform a burnout drift in position , creating lots of dust, smoke and dirt particles, and position your camera in such a way that all those effects are visible at the same time, preferably as close to the camera as possible, the frame rate will dip depending on the rest of the settings and the resolution used, of course.
AF just adds so much texture detail though, in most games I want it at 16x, despite the potential performance loss. CrunchyBiscuit , Jul 8, The most primitive of these techniques are bilinear and trilinear filtering. Trilinear filtering improves a little by using samples from the two closest mipmap sizes to calculate the texel.
However, this technique still suffers from quality loss when textures — most commonly ground and road textures — are viewed at extreme angles. The anisotropy levels run from 1 to 16, each defining the degree to which mipmaps can be scaled by. SSAO efficiently approximates the ambient occlusion effect in real time. It was developed by Vladimir Kajalin of Crytek and was used for the first time in Crysis, a Crytek video game released in The advantage AO has over traditional shadowing is that it accounts for the occlusion of light and thus creates shadows that lend the scene additional depth.
Basic SSAO is typically rendered at half-resolution and uses 16 occlusion samples per pixel. Unfortunately, rendering at reduced resolutions usually causes unwanted flickering that is very difficult to hide in all situations. Because of that, further versions of SSAO were introduced.
0コメント