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[d3d9] Only force AF on textures with mipmaps. #1673
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I can confirm it fixes the issue. Thanks for that pleasant surprise! :) |
Thanks for testing, I'll close this PR for now, can you please upload an apitrace of the spot in the screenshot? |
This fixes some visual artifacts on nvidia with UE3 when anisotropic filtering is enabled through d3d9.samplerAnisotropy.
Thanks, I've force-pushed a change in the aniso branch, but I'm not sure what the performance implications are and what else i may have missed, perhaps there is a better way to do this. |
Indeed Oblivion looks normal now (afaict from a quick glimpse) and Lili is still fixed. I'll test and benchmark some more and keep you updated. |
I've additionally tested the following games: AF (whether forced via DXVK or not) works fine in all of these games with the updated PR applied, both quality and performance wise. |
@CME42 Perhaps the same should be done for D3D11? The Forest (Unity Engine) seems to show this issue too. |
This PR doesn't seem to cause any harm with forced AF on Polaris with radv/amdvlk. |
Hi CME42.. see below👇 Click here
With this PR: With this PR: |
I'm really not a fan of adding resource tracking for an app profile, sorry. |
This fixes some visual artifacts (#1666) on nvidia with UE3 when
anisotropic filtering is enabled through d3d9.samplerAnisotropy.