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  1. #1

    Texture Filtering doesn't work properly (Anisotropic Filtering)

    Is there any specific reason why anisotropic filtering doesn't seem to work right in this engine? The only other game I've ever seen this happen in is Wildlands. It's strange, some surfaces are filtered correctly, but most of the ground textures look like they're coming straight out of a ps2 game because there's no filtering at all.

    Working:
    https://i.imgur.com/KNqWUTA.jpg

    Not working:
    https://i.imgur.com/MMXDaJg.jpg

    I have nvidia's 16x AF turned on, but it makes no difference. Gedosato could force AF, but it doesn't work with DX11. Does anyone know of a workaround?

    To be clear, I'm not complaining about the textures themselves (which range from pretty damn great to surprisingly ****ty; it's weird), I'm just concerned with fixing the texture filtering.

    I'm playing at 4k, everything maxed out.
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  2. #2
    Have to agree. Also playing at 4K an forcing anisotropic filtering to 16x in NVCP seems to have no effect. However, notice that the game will not let you set it directly so there may be a reason.
    I wonder if this is not TAA messing things up because it makes everything blurry. Btw, Wildlands is a variation of the same engine.
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  3. #3
    Hey there! Thanks for the input.

    I know Wildlands uses the same engine, which is why I mentioned the problem being with anvilnext and not AC:O. It has something to do with the way they render 3d textures (you can notice the ground moving near Bayek, or in Wildands). 3d textures have been done properly before, so I don't understand why Ubisoft can't get their **** together.

    TAA definitely has nothing to do with this (easily verified by turning on/off); the soft image it sometimes produces is a different kind of blurry than the texture blur you get from a lack of texture filtering.

    Whatever mapping technique they're using isn't worth it if it means we get the worst textures in modern gaming.

    [EDIT] The issue is exacerbated by the fact that they throw 3d objects all over the place, so you get these well defined 3d rocks sitting on top of a blurry mess. Red Dead Redemption's ground shouldn't look objectively better, nor should some of the previous AC games beat the latest. What a leap backwards.
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  4. #4
    I concurr. Texture filtering (Anisotropic) seems to not work on Xbox One X and Xbox One S also.
    And One X should provide 16X anisotropic filtering native afaik.
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  5. #5
    Yeah, it's an engine thing, not a platform thing. If you want to see the level of AF applied on the One X, check out a stone surface like in my comparison above. These textures are properly filtered, so you should be able to tell if it's 16X or lower.
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  6. #6
    Jumpy-BL's Avatar Member
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    It's the first thing I noticed. Don't know why AF isn't set to 16x in engine, especially at max settings.
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