Hey y’all! Back with another couple questions to make sure I don’t break everything for you.
For a few months we’ve been weighing making the default Anisotropic Filtering level on Android (or, at least, on Quest) 2x, as most people don’t remember to adjust texture settings and leave it at the default (Bilinear, 1x AF).
Current line of thinking is to make the default 2x, to give a slight advantage over Trilinear without breaking the bank. A couple things to consider:
- You can still forcibly disable AF on any individual texture by setting its AF level to 0.
- This will be closer to in-line with how Desktop works, where AF is forced on by default (16x on desktop)
- Some benchmarks I was looking at many months ago suggested 2x AF to be slightly faster than Trilinear on modern mobile hardware… but I can’t find them anywhere so I may have dreamed that
Mostly what I’m looking for is - is there any existing content you can think of that will be totally broken by this change?