11-04-2020, 07:41 AM
When using D3D11 hardware mode textures have a lot of aliasing and noise when they are far away or viewed from some angles.
I've been playing like this with no problem at all but in some textures with a lot of detail this draws a lot of attention.
Here you can see what i mean in the wall above the character on the right, it's more noticeable when you're on motion.
Only solution I found is using OpenGL hardware mode with Trilinear (Ultra/Slow) filtering hack enable, but performance is pretty bad.
Is there a way to have a cleaner texture filtering with D3D11? Anisotropic filtering does nothing, I see no difference on D3D11.
I dont know what else could I do. I have tried everything I could thing of.
Here you can see the desiree effect (performance is bad).
I'm using PCSX2 1.7.0
I've been playing like this with no problem at all but in some textures with a lot of detail this draws a lot of attention.
Here you can see what i mean in the wall above the character on the right, it's more noticeable when you're on motion.
Only solution I found is using OpenGL hardware mode with Trilinear (Ultra/Slow) filtering hack enable, but performance is pretty bad.
Is there a way to have a cleaner texture filtering with D3D11? Anisotropic filtering does nothing, I see no difference on D3D11.
I dont know what else could I do. I have tried everything I could thing of.
Here you can see the desiree effect (performance is bad).
I'm using PCSX2 1.7.0