I posted this on another forum copied it here...may help someone who doesn't know about AF.....hope it helps...The guy on the other forum wanted to know a bit about AF..
AF is anisotropic filtering....
Its a technique used to crispen and increase LOD in distant objects and textures particularly...... What AF does is make background objects (and even some closer ones) look better and therefore makes the newer crop of games look visually nicer and therefore more believable.....
For example in Doom 3 with AF off metal grilles on the ceilings (when u can see them that is....the game is so bloody dark!!!).....look sort of disoriented...disjointed etc. because the graphics card is programmed to focus mainly on close range textures...this is a rendering power saving feature based on the human ocular structure and peculiarities. I mean we see closer objects better....and as the LOD increases our ability to notice details reduce....
So graphics cards are programmed to take advantage of this natural phenomena of the human eye....Sometimes however distant objects can look really unrealistic in games....this is where AF can be turned on.....in fact if u have anything above a 6800GT/X800XT u can turn it on in almost all games to get a lot of visual realism @ a small performance hit @ 4AF and larger hits as u move it up......ie 8x, 16x etc.....
Now look @ farcry nice game, nice visuals.... use the binocs that the character has, see some objects which weren't in detail showing up (distant objects shouldn't a prob cause this game has some huge levels)..... now zoom in a bit..... they become better and better as your LOS gets closer to them.....right???... Sort of like your eyes focusing on them..... this is not a natural occurence cause unlike our eyes games cannot adapt to visuals rather it is a AF filter working which is driven by low level subroutines to deliver the sense of zooming in with better detail......
AF also affects certain joints and corners of objects etc. wherein when 2 dissimilar textures join usually there is a slight display anomaly noticed particularly when the viewing distance is greater. AF can remove (or minimise) this by simply using much higher res, higher qual samples of the objects in detail and what you see is a very realistic looking animation......
AF can be used for shadows also.... and is used.....basically to define shadow shapes etc..... It also adds detail to random particle bodies (like grass which can move eg. sway, or leaves any body in a 3d game which has a constant property of linear motion. Non Linear motion is more heavy on the sys resources because of calculations being required becoming very heavy. AF can also work wonders on distant scenes with such non linear locomotive bodies like say water.... 2 examples come to mind half life 2 and farcry....
I am not talking about the wonderful pixel shaders @ work here... they are what give you realism.... just zoom in to the water from a distance and you'll see AF @ work here..... in conjunction with PS.....
The performance hit comes mainly due to the heavier texture load as better samples are used... besides using close high LOD the GPU is now forced to do a far high LOD also....increasing overheads.....CPU bandwidth also becomes a factor in case of AF
AF can be used liberally on cards which have 512 megs of onboard and with cards like the 7800GTX and X1800XT AF can finally be enabled @ modest res with almost no noticable performance hits.....
hope this helps......
AF is anisotropic filtering....
Its a technique used to crispen and increase LOD in distant objects and textures particularly...... What AF does is make background objects (and even some closer ones) look better and therefore makes the newer crop of games look visually nicer and therefore more believable.....
For example in Doom 3 with AF off metal grilles on the ceilings (when u can see them that is....the game is so bloody dark!!!).....look sort of disoriented...disjointed etc. because the graphics card is programmed to focus mainly on close range textures...this is a rendering power saving feature based on the human ocular structure and peculiarities. I mean we see closer objects better....and as the LOD increases our ability to notice details reduce....
So graphics cards are programmed to take advantage of this natural phenomena of the human eye....Sometimes however distant objects can look really unrealistic in games....this is where AF can be turned on.....in fact if u have anything above a 6800GT/X800XT u can turn it on in almost all games to get a lot of visual realism @ a small performance hit @ 4AF and larger hits as u move it up......ie 8x, 16x etc.....
Now look @ farcry nice game, nice visuals.... use the binocs that the character has, see some objects which weren't in detail showing up (distant objects shouldn't a prob cause this game has some huge levels)..... now zoom in a bit..... they become better and better as your LOS gets closer to them.....right???... Sort of like your eyes focusing on them..... this is not a natural occurence cause unlike our eyes games cannot adapt to visuals rather it is a AF filter working which is driven by low level subroutines to deliver the sense of zooming in with better detail......
AF also affects certain joints and corners of objects etc. wherein when 2 dissimilar textures join usually there is a slight display anomaly noticed particularly when the viewing distance is greater. AF can remove (or minimise) this by simply using much higher res, higher qual samples of the objects in detail and what you see is a very realistic looking animation......
AF can be used for shadows also.... and is used.....basically to define shadow shapes etc..... It also adds detail to random particle bodies (like grass which can move eg. sway, or leaves any body in a 3d game which has a constant property of linear motion. Non Linear motion is more heavy on the sys resources because of calculations being required becoming very heavy. AF can also work wonders on distant scenes with such non linear locomotive bodies like say water.... 2 examples come to mind half life 2 and farcry....
I am not talking about the wonderful pixel shaders @ work here... they are what give you realism.... just zoom in to the water from a distance and you'll see AF @ work here..... in conjunction with PS.....
The performance hit comes mainly due to the heavier texture load as better samples are used... besides using close high LOD the GPU is now forced to do a far high LOD also....increasing overheads.....CPU bandwidth also becomes a factor in case of AF
AF can be used liberally on cards which have 512 megs of onboard and with cards like the 7800GTX and X1800XT AF can finally be enabled @ modest res with almost no noticable performance hits.....
hope this helps......