Its simple -dont buy their gpu next time. I know i will never buy their gpu again, unless something drastic will happen with their approach to drivers, and different user cases support.
Same here new drivers no luck, Trying GTA III that has mipmapped textures with the mod i have on it, It always worked with NVIDIA when putting x16 Anisotropic filtering and it's a requirement for this now since all the textures are mipmapped wich means i have to put x16 on. But now the switch on AMD is useless so might as well leave it off. @AMD please take notes on the software functionality for the RX line
In Release Notes of 20.11.2 we now can read in the Known Issues :
Thats fine, but the Anti-Aliasing is also not taking effect!
You guys get your issues w/ anisotropic handled w/ 21.1.1? My issue w/ Links 2K3 was resolved with it, though other issues remain. 🙂 (anti-aliasing not working in windowed mode, random white polygon shooting out from player's ankle).
No I can't say 21.1.1 solved all my issues but it seemed to do something. In my favorite driving game TDU (Test Drive Unlimited) it still doesn't work. Several Steam VR games (Not DX9) still seem to be using Bilinear Filtering. Not sure why many driver versions have a note "Only affects DirectX 9 applications" when it clearly affects DX11 games and almost never worked on DX9.
However to test the driver further. I tried Aliens VS Predator and Chivalry and they both responded to the Anisotropic Filtering override.
It is nice to see they did some work but... they still seem to have some more work to do.
New driver still does not work as pre 2020 era drivers.
In Oblivion setting AF does something, but:
- the texture filtering when works seem like trilinear filtering at best, not AFx16
- what is way worse: the texture filtering randomly pops in and out mid game - in one second textures are sharp, then you move your character a little - boom filtering is lost, then it pops in later again.
In Oblivion anisotropic (trilinear?) filtering randomly pops in and out as I switch between first and third person camera.
This is so odd I am convinced this required extra programming work to implement. How texture filtering setting can be not consistend once game is launched and switch on and off depending what is happening on the screen is beyond me.