Member
111 posts
Registered:
Jul 2006
hello all GL users !
how many of you play with antialiasing?
i remember when i used the lowest setting 2x AA like 95% of the jagged edges were smoothed out ,
it was a huge difference, but i always wondered if it was somehow more "direct" or so without AA,
performance-wise i think i played as good or better with AA as without, because of cleaner view=aim ..
would like your opinions on this, are you playing with AA? why? if not, try 2x AA atleast and tell us what you think?

Member
8 posts
Registered:
May 2007
I don't even know how to use this feature. Is it based on command line?
Member
705 posts
Registered:
Feb 2006
its in the menu or you can use it OS-wide
Member
132 posts
Registered:
Mar 2006
windows/nvidia, 4x FSAA via nvidia control panel, ezquake have not this feature in menu.
Mine do no spaek engrish!
Member
357 posts
Registered:
Nov 2008
I thought antianalising == anisotropic filter
"the quieter you become, the more you are able to hear"
Administrator
1864 posts
Registered:
Feb 2006
I was wondering about this too, why ain't it in ezQuake?
Member
271 posts
Registered:
Feb 2006
anisotropic filtering changes the mipmap level based on angle instead of purely distance, making angled surfaces more crisp.
antialiasing is smoothing out the jagged edges most noticeable on pillars/corners angled at about 30 degrees from the view (look up/down).
anisotropic filtering is easy to enable in gl
antialiasing/multisample is a real pain to enable, essentially requiring the engine to initialise two opengl contexts, thankfully not at the same time.
FTE supports both, although drivers often ignore it entirely, to do what the user told the drivers to always use instead.