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Even if you set anisotropic filtering to 16× in the options menu then restart the game, road, road wall and pipe textures don't use anisotropic filtering (or a much lower level). This means they look blurry when viewed at oblique angles.
I used to be able to force 16× anisotropic filtering via nvidia-settings, but now that I've switched to an AMD GPU, I can't do that unless I run the game through Zink and use RADV_TEX_ANISO=16. Zink comes with a performance penalty on its own (as it's translating OpenGL to Vulkan), so I'd prefer not to use it if possible.
This is the most noticeable on tracks made mostly of pipes such as PipeBig.
The text was updated successfully, but these errors were encountered:
OS: Fedora 36
GPU: AMD Radeon RX 6900 XT (Mesa driver)
Stunt Rally version: 2.7
Even if you set anisotropic filtering to 16× in the options menu then restart the game, road, road wall and pipe textures don't use anisotropic filtering (or a much lower level). This means they look blurry when viewed at oblique angles.
I used to be able to force 16× anisotropic filtering via
nvidia-settings
, but now that I've switched to an AMD GPU, I can't do that unless I run the game through Zink and useRADV_TEX_ANISO=16
. Zink comes with a performance penalty on its own (as it's translating OpenGL to Vulkan), so I'd prefer not to use it if possible.This is the most noticeable on tracks made mostly of pipes such as PipeBig.
The text was updated successfully, but these errors were encountered: