I'm facing the same problem. They(qrp in this case) look stunning at close distance but they all are blur at far. I use AFx0 in ezq but AFx8 in ati ccc. This seems rather simple problem. I think some gl_mip setting would help but don't know which. Anyone?
btw, Someone said ezq AF sutters the crosshair some way.
I'm facing the same problem. They(qrp in this case) look stunning at close distance but they all are blur at far. I use AFx0 in ezq but AFx8 in ati ccc. This seems rather simple problem. I think some gl_mip setting would help but don't know which. Anyone?
btw, Someone said ezq AF sutters the crosshair some way.
Well you can use different gl_texturemode settings, but its not quite what im looking for, they get too sharp...
-use aniosotrpic filtering in your video card's control panel: "(AF) is a method of enhancing the image quality of textures on surfaces that are far away and steeply angled with respect to the point of view." -use GL_TEXTUREMODE "GL_LINEAR_MIPMAP_LINEAR" in quake -use the highest image quality in your video card's Control panel. -do not use any "optimization" features in your video card's control panel -use "gl_max_size 512" or more in quake. a low setting will reduce texture quality. (i use gl_max_size 4096 but maybe i'm crazy) -use "gl_picmip 0" in quake -make sure you are running quake in 32bits per pixel (-bpp 32 on quake's cmdline)
AtiTray OpenGLsettings: - AA*6 - AF*16 High Quality mode - Texture Preference High Quality - Mipmap detail level High Quality
QW - 1280x1024 - high quality mode - gl_detail 1 - gl_anisotropy 0 - this is still broken in 1.8.2 at least and anything > 1 will blur your xhair, gpu override AF still works - gl_texturemode GL_LINEAR_MIPMAP_LINEAR