Implementation of Anisotropic filtering

The game desperately needs Anisotropic filtering implemented. Currently it looks like it's either using none, or using something like Trillinear or Bilinear filtering.

I fully agree this may help a LOT in clarity on some texture details

same goes with improvements to anti-aliasing (please separate native GPU AA from post-process AA)
so one can use 4x AA + SMAA at once

same goes for the supersampled rendering, why there is only 1.0x and 1.5x and not 1.15x , 1.25x , 1.33x ? same for lower value like 0.85x
it sort of negates the possibility to fine-tune performance hit and quality settings
 
Considering it's hardly noticeable at all and only then while in a station. Combined with the fact it's very easy to enable in the graphics card properties (as you pointed out)
I'm not sure it's even a tiny issue let alone a desperate one.
 
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