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The more efficient the configuration, the higher the configuration requirements, according to the self-configuration settings.
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Anisotropic filtering is used to filter and deal with texture errors caused by a change in viewing angle that causes the surface of a 3D object to be tilted. The higher the multiplier, the more realistic the image quality, and the lower the multiplier, the smoother the picture.
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General x8 x16 anisotropic filtering.
It's a little clearer than the third line. However, the three lines are suitable for the front. Each item fits into an overall irregular pattern.
1.Trilinear Filtering:
Trilinear filtering is used to reduce or eliminate the overlapping phenomenon of combinations that occur when transitioning between different levels of textures. It must be used in combination with bilinear filtering and combinatorial processing mapping. Trilinear filtering uses bilinear filtering to sample new pixel values from the two most closely related LOD level textures, allowing for smoother transitions between textures of two different depth levels.
Because of this, trilinear filtering must be done twice, i.e. a value of 2x4 = 8 pixels must be calculated. For many 3D accelerations, this would require them two clock cycles.
of the calculation time.
2.Anisotropic filtering:
Anisotropic over-Peihuling filter is a 3D display technology, as its name suggests, it is a technique that samples pixels in all directions around and maps them to target pixels. Compared with bilinear filtering and trilinear filtering, it has higher accuracy in large-angle display, making the picture more realistic, but it also has a greater amount of computation, which requires higher requirements for the display and matching cards.
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Hello. Anisotropic filtering is a new filtering method that requires sampling 8 or more pixels in a square around the mapping point, obtaining an average value and mapping it to the accompanying pixels. Anisotropic filtering with more than 8 pixel sampling is nearly impossible for many 3D accelerator cards, as it requires more pixel fill rates than trilinear filtering.
However, for 3D games, anisotropic filtering is an important feature, because it can make the Luru picture more realistic, and the natural processing is slower than that of trilinear filtering.
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It's the degree of anti-aliasing, the larger the number in front of you, the flatter the edges of the objects in the game, the more realistic it is, and the current maximum is 16x
There are many algorithms for anti-aliasing, collectively known as FSAA
The most common algorithm is MSAA, which stands for multi-sampled anti-aliasing, which is what we see that is not followed by other letters, such as 2x, 4x, 8x
On top of that, there's SSAA, or Super Sampling Anti-Aliasing, which is inefficient to execute but works very well, and many cards will have options like 8xs.
Q is close to SSAA, but it doesn't seem to have such a title as QSAA, Q stands for Quinunx, which is a strange algorithm, and later it seems to be translated as quality, its execution efficiency is basically the same as MSAA, but it can bring better results than MSAA under the same multiple.
Transparent anti-aliasing is also available in multisampling and supersampling.
mipmaps is a series of texture chains, a complete texture is composed of texture blocks of different sizes, such as 512*512-256*256-128*128, texture filtering, professionally speaking, simply put, it is the algorithm of texture enlargement and reduction in the game, and the final effect depends on this texture filtering. Texture filtering is generally divided into three algorithms: bilinear filtering, trilinear filtering and anisotropic filtering, the effect is sorted from poor to good, the accuracy of the filtering is from low to high, and the anisotropic filtering can often be multiplied like anti-aliasing. In the game, the most intuitive thing is to look at the texture map of the vista, and the lower the filter, or the more you don't, the rougher and blurry those textures will be.
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Double anti-aliasing and 4x anti-aliasing, the bigger the better, but the bigger the higher the requirements for the graphics card.
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Smoothing refers to the processing of the edges and corners of the 3D model,If not, the object will become very rough,The higher the object, the smoother the state,But the greater the impact on the number of frames,Look at the graphics card model on,8X is considered high,The heterosexual filter refers to an adjustment index for color changes in all directions,Let's put it this way,If it's not open,Then a scene color changes drastically,You'll see like a lot of floor plans pasted up (if you don't know, go look at Picasso's paintings),The higher this is, The smoother the scene changes, the easier it is to present the overall feeling, and of course, the higher the requirements for the graphics card.
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Upstairs said in detail.,Smoothing is anti-aliasing,The impact on the optimization of the picture is obvious.,But the opposite-sex filters can be doubled that is, 2,Because in a highly dynamic game,You can't see the difference between two times and sixteen times with the naked eye.,And the opposite-sex filters are also very resource-intensive.。
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If the performance of the graphics card you are using is too far from the recommended configuration required by the game to make up for the frame drops, you can try to use the graphics card's control panel.
Setting: Anisotropic Filter", this option has a significant improvement in game image quality, choose the multiple according to your own graphics card level, it is recommended to choose 4x for low-end graphics cards, 8x for mid-range smart source graphics cards, and 16x for high-end graphics cards;
Turn off the graphics card's V-sync.
It can eliminate image panning and stabilize the frame rate of the lead game.
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