Anisotropic filtering in games

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8 Jul 2005
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Before I start let me get this out of the way, I LOVE MY 360, I LOVE MY 360.

Why is anisotropic filtering used so little or even at all in 360 games. Loads of games, such as Oblivion, look a lot better when using it. I asked this question on another 360 forum and was accused by some by starting a flame war or being some PS3 troll - crazy.
 
TBH, I don't know of any game other than Over G that would benefit from it, so maybe that's why it's not included.

The vast majority of games on the 360 are games that include a close scenario, very few games have a viewpoint that is far away (again, other than Over G) and so it would just be a waste on CPU resources.
 
One game that really really really needs it is Ninety Nine Nights. God you cants see more than 3 feet infront of your char and its annoying as anything.
thats the only game i have really played that it has been noticable for me.
 
TDU really needs it also, only got it yesterday and is already annoying me with no AF, you get half way up the car then its blurry!
 
Perfect Dark needs it real bad as well, but that runs awful enough as it is. Apart from that game, I haven't really noticed the lack of AF.
 
With the exception of TDU, which, granted should really have it, the others don't need it in an ideal world. Kameo is STILL a perfect, absolutely rock solid perfect example of when NOT to use AF or other buzzwords. Rather than create a huge overhaul on the cpu, the game simply creates a fog-of-war or a nice cartoon blurry effect for things in the distance. It's obvious they are blurred, it's obvious you'll never make things out other than a shape, and so you desire to do so fades instantly, yet the game still feels and looks good because the depth of field is thrown into the foreground action.

Too many buzzwords floating about when all that's needed is practical and sensible solutions.
 
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