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Possible to implement forced anisotropic filtering? #26
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Hi, I have prepared a test build for anisotropy overriding. You can force it from [Hotfix]
; Override max anisotropy for textures
; 2, 4, 8, 16 - Default (auto) is disabled
AnisotropyOverride=auto I have tried to limit override to Bilinear, Trilinear and Anisotropic filtered textures but might cause issues with menus and other 2D stuff. |
Ah yes made a copy/paste mistake, here is the fixed one 😊 And fixed a possible menu crash 😅 |
It works now, fantastic. :) Probably a regression: It always shows the current mip bias as 0, whereas stable build v0.6.5 reports it as -2 with DLSS Performance selected in-game. |
Yeah, noticed and fixed that after sending you the build 😊 |
This build should fix it : |
Hm, still shows 0. I've also noticed that saving the aniso value to config file from OSD doesn't work. :) |
This build should fix both of the issues https://github.com/cdozdil/OptiScaler/actions/runs/10170882440 |
Confirmed fixed. :) Maybe one more nitpick (hope this doesn't get too annoying): When adjusting only the aniso value in OSD and not touching the mip bias bar, I think it shouldn't force mip bias to 0 (both runtime and when writing to config). |
Unless you click the set button it won't set mipbias. For anisotropy you don't need to click set, maybe putting anisotropy under set button makes it more obivous 👍 |
Alright, makes sense. Closing now, thanks a lot! This is such an amazing tool. |
Since OptiScaler can already force mip map bias, would it be possible to implement forced anisotropic filtering as an optional feature? The AMD D3D12 driver unfortunately still can't force it, and while forcing it may cause issues in some games, it can improve visuals in others where game devs e.g. apply questionable "optimizations" with low anisotropic filtering values for some textures etc.
Thanks!
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