I remember many years ago when some devs simply forgot to check the anisotropic filtering "on" checkbox and when it became known to media and communities (wasn't it here??) some devs put out a patch.
On PC, I'm using (mostly forced) 16x AF since Riva TNT2 times and back then I never noticed performance differences and I still don't today. Most of the time it comes for free or MAYBE with an impact of 1 fps when we talk about 100, so that's close to 1%. Now I was playing Outer Worlds, not Play Anywhere compatible, by the way, which is a shame in itself when some Game Pass titles support it and others don't and you still have to rely on lists... that's not convenient.
Anyway, I noticed horrible texture filtering.
Disclaimer: I just wanted to see how heavily chromatic aberration is implemented so I left it on. It's not to hurt your eyes. Sorry if I did.
This looks plain awful. I can live with less shadow details or slightly worse lighting on consoles because that's not something I noticed if it's not too bad or I don't see a side-by-side comparison. THIS however, looks like one flat texture without any details (and I'm not even crouching in those screenshots) and it's constantly visible and apparent.
Why is this still, TOW is from 2019 I think? a thing with console games? I've read this article explaining that AF is quite heavy on performance which is not what I observed on PC but what do I know. However, this dev explains that 4x AF is the "best bang for the buck". If you ask me and if that's 4x AF in TOW, then I'm sorry to say it, and excuse my French here, this shit looks fucking awful. I rather have 50 metres less viewing distance (because to my eye it doesn't matter if it's 500 or 450) and have better textures when they matter like this close.
I hope this is an exception with modern games (only played this game so far on the One X) and please tell me this isn't standard and, those of yall using a nextgen console, this is NOT an issue anymore in PS5/SeriesX versions.
Flatten me like those textures if old or singular problem in TOW only.
On PC, I'm using (mostly forced) 16x AF since Riva TNT2 times and back then I never noticed performance differences and I still don't today. Most of the time it comes for free or MAYBE with an impact of 1 fps when we talk about 100, so that's close to 1%. Now I was playing Outer Worlds, not Play Anywhere compatible, by the way, which is a shame in itself when some Game Pass titles support it and others don't and you still have to rely on lists... that's not convenient.
Anyway, I noticed horrible texture filtering.
Disclaimer: I just wanted to see how heavily chromatic aberration is implemented so I left it on. It's not to hurt your eyes. Sorry if I did.


This looks plain awful. I can live with less shadow details or slightly worse lighting on consoles because that's not something I noticed if it's not too bad or I don't see a side-by-side comparison. THIS however, looks like one flat texture without any details (and I'm not even crouching in those screenshots) and it's constantly visible and apparent.
Why is this still, TOW is from 2019 I think? a thing with console games? I've read this article explaining that AF is quite heavy on performance which is not what I observed on PC but what do I know. However, this dev explains that 4x AF is the "best bang for the buck". If you ask me and if that's 4x AF in TOW, then I'm sorry to say it, and excuse my French here, this shit looks fucking awful. I rather have 50 metres less viewing distance (because to my eye it doesn't matter if it's 500 or 450) and have better textures when they matter like this close.
I hope this is an exception with modern games (only played this game so far on the One X) and please tell me this isn't standard and, those of yall using a nextgen console, this is NOT an issue anymore in PS5/SeriesX versions.
Flatten me like those textures if old or singular problem in TOW only.