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Anisotropic filtering is a bit more complicated than AA. It deals with one of the most glaring and inherent flaws of 3D gaming: Painting a 3D image onto your 2D monitor screen. A little bit of background information here is needed. Every pixel on your computer screen has several X and Y texture elements, or ‘texels’, associated with it. Until the invention of AF, these textures where computed using an isotropic, or cubic, method.
Well, it’s about time to take a break from the confusing realm of AA and AF and explain the (relatively) simple concept of vertical sync. Every monitor has a refresh rate on it, which goes down as your crank up the resolution. The best monitors have a refresh rate of about 100Hz at 1280x1024 resolution. This means it paints a new image on the screen 100 times in one second. However, video cards can generally produce much more than just 100 frames per second. This generates a bit of a problem where the next image starts getting drawn on the monitor before the first image is finished. Assuming you had a killer system and where running quake 3 at 800x600, you’d probably be getting 500 FPS. This means that at any given time, there are five different images being painted on your monitor. What vsync does is it binds your FPS to your monitor’s refresh rate, so that the highest FPS you can possible achieve is equal to the refresh rate your monitor is currently set at. Hence, it syncs the graphics card image with the monitor image. Though I could go on and on all day long about the different video card settings, these appear to be the most major, at least with respect to image quality. So the next time you play your favorite games, and FPS isn’t an issue, try out these neat little video card tricks and find out if you like what you see. Believe me, sometimes the difference is like night and day. So give it a shot; see what you think. Page:
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