[1401] Anisotropic filtering settings changed on Mobile
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Undertrash
Anisotropic filtering settings have been limited on Mobile for better performance, but it seems that anisotropic filtering is no longer forced on which has made many worlds suddenly look worse. This setting hasn't been changed on PC which may also confuse world creators. I've attached an image comparing Saguraki C.D. and Happy Hill Dog Park in live and beta, but I've also noticed this in Eventide, The Shore, and Kugo Hot Springs and almost every other world I've visited in the beta.
I'd suggest reverting mobile to force filtering on, changing PC to per-texture filtering, or notifying creators somewhere that the setting is no longer consistent for mobile.
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_tau_
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On mobile, we now limit the maximum anisotropic filter to x8 (but don't enforce it), on PC behaviour should be unchanged.
Undertrash
_tau_ This still leaves every world looking worse because filtering has always been forced on and nobody has had a reason to touch the setting before. Is this intended, and if it is will the SDK be updated to reflect this on mobile?
Feilen
Undertrash It's intended. We still plan to revisit this in the future with a more granular approach for creators in the SDK (additional warnings about the cap, suggesting using heightened Aniso only on one or two textures per material) but 16x Aniso tended to be past the point of diminishing returns for the Quest - and just in general, the difference is difficult to spot.
Undertrash
After testing some more it seems like the previous graphics settings forced on anisotropic filtering and textures are now using their proper Aniso level settings. The PC settings don't seem to have been changed in this way which may cause confusion especially if the SDK isn't updated to apply the new mobile settings in the editor scene. I've updated the post to reflect this new info.
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_tau_
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