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Trilinear Filtering

Anisotropic Filtering set in the controll panel and trilinear from the game should work fine together. But what I would do is download ATI tray tools and set it to HQ Anisotropic + Trilinear at 16x, also turn off temporal AA set to 4x AAA and up your res, you should end up with higher frames without temporal AA because of the mandatory vsnc. If you wish to use this feature at least turn on tripple buffering.
 
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Anisotropic filtering doesn't work in conjunction with trilinear filtering. They are 2 different kinds of filtering completely. You should use one or the other but not both. Anisotropic Filtering even on its lowest setting looks better than Trilinear. Since you want best image quality use Anisotropic filtering and disable trilinear filtering in Red Orchestras game options.
 
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ultraZ said:
also turn off temporal AA set to 4x AAA and up your res, you should end up with higher frames without temporal AA because of the mandatory vsnc.

vsync on or off dusnt make much difference, and eventhou you MIGHT get a higher number in the top right of your screen, your monitor cant display more frames per sec anyway.
disabling temporal AA just because it enables vsync would be silly, as there are no disadvantages to haveing vsync on (especialy with tripper buffering on).
 
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i dont notis any "chewy" ness. your refresh rate just needs to be high enough.

but what happens when you turn on vsync is that you only render full screens.
the screen wants to write a new frame.
your vid card supplys the screen and your monitors start writing on the screen.
in theory any mouse movement you do now isnt shown anymore
but all the movements will have registerd and the next frame that gets drawn on screen will show you the end result any movements you made, at the time.

thats all fine.

the problems start when you realise that your vid card needs to have a frame completely ready right at the moment your monitor want to start to draw a new image.

to make sure there is ALWAYS a frame ready to be renderd, we employ extra buffering. and by default we have 2 frames stored in there, one thats being drawn on the screen at that moment, and the next one that has been completely renderd by the vid card.
ofcourse since the vid card cant look into the future, it can only render what i know is suppose to be on the screen at that time, but by the time it get out of the buffer and onto the monitor its allready 'old' information.

now the buffer is there with vsync on or off.
the main difference is, is that with vsync off, it monitor can switch to a new frame half way through drawing the previous one. so you can get a screen which is half filed with the previous image and half filed with info on the next screen. (with flashing lights or fast movements you can see that on your screen, as a tear)
as soon as the vid card has a 3de frame ready, the monitor stops drawing the first frame, and continus drawing the 2de frame that was allready in the buffer.
with vsync on this dusnt happen, as the monitor continues to draw the first frame untill its done, it then discards the 2de frame and moves on to the 3de
all that potentialy means the info on screen has slightly more lag.

but tripple buffereing makes that even worse by adding a 3de frame-buffer
is dus that to give the vid card time to finish rendering a frame that all of a sudden takes a lot more time then the previous one.
this makes sure that your monitor is not stuck rendering a frame a 2de time, just because the vid card was just slightly to late with completing the next frame when the buffer is empty, which would effectivly cut your framerate in half for a moment (creating far more lag).

rule of thumb, if you have a framerate thats basicly always higher then your refresh rate, you dont need tripple buffering, but if its drops below that level often its better to have it turned on.

hope that atleast give you a idea of whats going on.
 
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