![amd radeon settings morphological filtering amd radeon settings morphological filtering](https://i.imgur.com/AHWIZTU.png)
The processing power needed to render each individual texture would be wasteful, especially when there are more important things for the PC to focus on. It may look like it, thanks to the efforts of texture artists, but it’s more commonly a series of repeated assets. Why Use Anisotropic Filtering? Doom EternalĪ brick wall in a video game is unlikely to be made entirely of individual textures. Ultimately, all you really need to know is the higher the sample rate, the clearer distant surfaces will look.īut you always want your game to look it’s best, right? So why would there be blurriness to begin with? This all circles back to the development process and the creative way’s developers cut corners to reduce the strain on PCs. It’s a complex process, but at 8x, textures are filtered at angles 8x steeper than the standard and scaled appropriately to look normal. Often designated as 2x, 4x, 8x, or 16x sample rates, AF tells your GPU to make multiple passes over surfaces to increase the textural detailing, particularly on slanted surfaces. This isn’t a design flaw, though, and can be fixed with something called “ anisotropic filtering.”Īnisotropic filtering (AF) is a type of texture filtering that, when activated, increases the draw distance of textures. Textural quality the further away from the character they are. On base settings, you’ll see that oblique or slanted surfaces lose Pay close attention to the environment the next time you boot up a game. You’re usually a little too busy dodging incoming fire, but it is something that’s happening in the background. As a video game player, have you ever wondered why distant surfaces like floors and walls tend to look blurry? Well, probably not.