Let's say, I made quite a natural assumption that if a game changes some value in a config file, then it means the game uses such feature.
And so with Game Quality set to High, the game set MaxAnisotropy
to 16 and MaxMultisamples
to 4. So I thought - alright, AF x16 and AA x4.
With Game Quality set to Low, the game set MaxAnisotropy
to 0 and MaxMultisamples
to 1. So, I thought - no multisamples and no anisotropy.
There is a texture quality setting, but it does not affect MaxAnisotropy
.
And that would make sense, except I started making screenshots.
- Position 1, Position 2 - Setting: High Game Quality, High Textures.
- Position 1, Position 2 - Setting: Low Game Quality, High Textures.
- Position 1, Position 2 - Setting: High Game Quality, Low Textures.
And I quickly realized - there is just no way, there is any multisampling in this game. What I can say, there is some kind of parallax mapping used for stone textures, which gives some nice depth to some of the walls, but... now I just can't for even figure out whatever this game uses Anisotropic filtering or not. I guess it's not x16 as it's stated in config file, when using High Game Quality settings, since textures in a distance are still blury.
So I just launched a game... yet again. Set everything to high, which was suppose to be AF x16 according to config file. Set a position, made a screenshot. Closed a game, edited MaxAnisotropy
manually to 0 (value for Game Quality - Low) in config file. Launched a game, loaded a save file. Made a screenshot. Closed a game, checked config file - still Anisotropy at 0, so it wasn't reset.
Yeah... I'm removing that Anisotropy thing as well.
At least, I was able to confirm that changing Vsync in config file actually gets rid of vsync stretching (analysing recordings from Avermedia Live Gamer HD), but aside from that - all I can say - what the hell, Cyanide?!