Author Topic: Anisotropic Filtering Added to AHIII  (Read 552 times)

Offline Pudgie

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Anisotropic Filtering Added to AHIII
« on: February 18, 2017, 08:17:46 AM »
I ran a test in AHIII to see if the game client was applying this filtering by doing this:

Set the vid card driver setting for anisotropic filtering (or AF) to "use application setting" (default driver setting) then go in the game, spawn a plane on a runway equipped w\ marston matting then look out over a wing to view the marston matting along your viewpoint across the full distance of the matting.......does the matting tiling start to break up and blend in before seeing the far edge of the matting, especially down the center of your line of sight?

Now get out of game, go into your vid card driver, set AF to "override application setting" then set the AF magnification setting to the max of 16x then repeat test as outlined above........you should see a marked difference in the tiling of the marston matting at distance......matting should hold it's tiling pattern much farther out in the view distance than it did in the prior test run.

This test shows that AHIII does not apply anisotropic filtering natively so objects tiling will difuse within a short distance unless this is applied thru the vid card driver at this time to fix this. From all my reading on this technique it doesn't put much of any load on a GPU to use it.

Just curious to know if there are any plans to add this filtering technique natively to the game client?

 :salute
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Offline oboe

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Re: Anisotropic Filtering Added to AHIII
« Reply #1 on: February 18, 2017, 05:28:05 PM »
Pudgie, I am so glad you posted this.  Got me curious as to what my settings were (was set to application controlled).

I flipped AF on and set to highest - 16x, and that seems to have cured the blurriness I get in a skin when looking at a surface from a shallow viewing angle.  Your experiment with the Marston matting visual made me think I would see the same effect on skins and it worked nicely.

Didn't impact my frame rate, either, as far as I can tell.

Offline Vraciu

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Re: Anisotropic Filtering Added to AHIII
« Reply #2 on: February 18, 2017, 05:44:53 PM »
Can I do this with a GTX 1060?
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Offline oboe

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Re: Anisotropic Filtering Added to AHIII
« Reply #3 on: February 18, 2017, 06:50:36 PM »
Absolutely you can do it on a GTX 1060.  All you need to do is create a profile for aceshigh9.exe (or 11 if you run the DX11 version).  Not sure what NVidia's software is named but you should be able to change all kinds of settings.

Offline Vraciu

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Re: Anisotropic Filtering Added to AHIII
« Reply #4 on: February 18, 2017, 07:58:25 PM »
Absolutely you can do it on a GTX 1060.  All you need to do is create a profile for aceshigh9.exe (or 11 if you run the DX11 version).  Not sure what NVidia's software is named but you should be able to change all kinds of settings.

I will have to look into this.   Thanks.    :salute
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Offline Pudgie

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Re: Anisotropic Filtering Added to AHIII
« Reply #5 on: February 19, 2017, 07:12:11 AM »
Pudgie, I am so glad you posted this.  Got me curious as to what my settings were (was set to application controlled).

I flipped AF on and set to highest - 16x, and that seems to have cured the blurriness I get in a skin when looking at a surface from a shallow viewing angle.  Your experiment with the Marston matting visual made me think I would see the same effect on skins and it worked nicely.

Didn't impact my frame rate, either, as far as I can tell.

No problem, Oboe.

Glad it works for you.

Just remember, this filtering technique was designed to overcome the viewing discrepancies of view in RL of 3D graphics objects at distance on a computer monitor which is for all practical purposes a fairly flat screen and has no native 3D depth of view. I think that you'll find that using AF will help to improve the graphical viewing experience in AHIII in a few more ways as well.

The players that have naturally used AF over the years w\ AH thru the vid card drivers won't notice any of this as it has already been applied......they WILL notice that something isn't right if it is disabled in the driver, though.

With the advent of AHIII and the much improved graphics imagery this issue will show itself much more prevalent than it would in AHII, even though the effects of applying AF in AHII would have provided the same benefits (judging from what I've noted w\ AHIII I've assumed that AHII also didn't use AF natively).

 :salute

Can I do this with a GTX 1060?

Sure can. Just go into NVCP (if you're using the Global driver settings change it there OR if you've built AHIII profiles in NVCP then change it there for both the Dx9 and Dx11 profile versions), find Anisotropic Filtering, set it to "Override the Application Setting" then set it to 16x. This setting is independent of the rest of the driver settings so there is no need of changing any other driver setting or changing any in-game settings.

Hope this helps.

 :salute
« Last Edit: February 19, 2017, 07:19:47 AM by Pudgie »
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