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?
