Buggy Loop
Gold Member
This pretty much confirms what we thought.
Last time AF was expensive was on early 200x GPUs.
This pretty much confirms what we thought.
Last time AF was expensive was on early 200x GPUs.
Yep. This reminds me Dead Space remake with its terrible VRS artefacts notably on PS5. The image was completely destroyed, pixelated. People complained so they removed it with zero performance penalty.Check out that comparison above that uses APU with shared RAM pool.
Yeah, it's obvious they don't care, they don't notice far more obvious flaws in some games or lifted HDR black levels.
I remember that PS4 AF discussion very well.
They don't give AF.This proves it. Console devs are stuck in the 2000s when it comes to AF.
A lot of people take not being able to set the AF how they want as a reason to purchase one machine over another.
Well consoles I mean. But never ever set AF globally unless you want your Quakes and HROTs to look cursed.The one setting you apply globally and forget?
Tough work
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I'm going to try this, Death Stranding 2 just looks like mud to me!And this even applies to PC ports. Many games don't have AF settings, or they are baked in "texture quality" combined with other settings.
Some games don't have any AF at all... You won't have it until you force it in the driver.
And this even applies to PC ports. Many games don't have AF settings, or they are baked in "texture quality" combined with other settings.
Some games don't have any AF at all... You won't have it until you force it in the driver.
Could it be that Pragmata's PC port takes advantage of the CPU and GPU being in separate pools, which enables Deck to not run into the same contention issues PS5/Xbox Series/Switch 2 do? Or maybe the 200% resolution scale is introducing a new bottleneck that hides the cost of aniso?
Bojji , try to run at 720p or lower res to hit 60fps and report on the cost of anisotropic filtering then.
I'm going to try this, Death Stranding 2 just looks like mud to me!
Call of Juarez Gunslinger, one of my favourite arcady shooters of the 360 era, is such a game.
no AF options in game. textures look like a blurry mess. forcing it through Nvidia control center massively improved the visuals
There are no "bandwidth limitations" associated with AF, whoever dropped that shit into public discourse was an idiot.Bandwidth limitation maybe
And this is probably the standard for most games. I have x16 forced in the driver since ~2010. What the fuck console devs are smoking?
I expect all Kojima games to release on PC unless Sony buys his studio.Death Stranding isn't a Sony game. The 3rd one will be on PC too if they make it.
So shouldn't count as the last.
I expect all Kojima games to release on PC unless Sony buys his studio.
Bojji , try to run at 720p or lower res to hit 60fps and report on the cost of anisotropic filtering then.
I think you tagged the wrong guy, which is why I didn't see your request lol.
but I did redo the test at native 720p (1280x800 output, the game has black bars so it's rendering 1280x720, 100% scale, no reconstruction)
here's the result:
Trilinear
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16x AF
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0.3ms difference. and that could be down to random variation just as I took the picture, as the frametime isn't 100% stable, it's varying between like 0.3~0.5ms just standing still
And steam deck has like 88GB/s bandwidth? Half of PS4.
Let's not make excuses for devs...