03-17-2016, 09:59 PM
The difference between Nearest and the Bilinears is likely valid. The GPU is doing more work, using a bilinear filter instead of a much lighter nearest one.
But yeah Bilinear(PS2) applies nearest filtering normally, and bilinear when the game requests it. This is what the PS2 does. So it could be none, some, or all textures it requests it on. Bilinear(forced) forces bilinear on ALL textures regardless. So the forced setting should be heavier in almost all cases, maybe the same in some outlier cases. But it shouldn't be lighter which is why I said this game must request bilinear on everything(You said it was XS2? That likely makes sense then).
You could perhaps test another game if you have the free time, it will likely show differently.
But yeah Bilinear(PS2) applies nearest filtering normally, and bilinear when the game requests it. This is what the PS2 does. So it could be none, some, or all textures it requests it on. Bilinear(forced) forces bilinear on ALL textures regardless. So the forced setting should be heavier in almost all cases, maybe the same in some outlier cases. But it shouldn't be lighter which is why I said this game must request bilinear on everything(You said it was XS2? That likely makes sense then).
You could perhaps test another game if you have the free time, it will likely show differently.
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