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>> No.8067452 [View]
File: 2.41 MB, 960x540, why you should enable anisotropic filtering.webm [View same] [iqdb] [saucenao] [google]
8067452

This Has Been A Public Service Announcement

>> No.7179681 [View]
File: 2.41 MB, 960x540, why you should enable anisotropic filtering.webm [View same] [iqdb] [saucenao] [google]
7179681

>>7179672

>> No.7135061 [View]
File: 2.41 MB, 960x540, why you should enable anisotropic filtering.webm [View same] [iqdb] [saucenao] [google]
7135061

>>7134975
Wasn't done in Build, it just uses two tilemaps from Blood.
It's a custom OGL test I've set up to illustrate the issue of high-frequency textures at shallow viewing angles.
Long story short: always use AF with the maximum possible sample count.

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