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Pemalite said:


I personally prefer trapezoidal implemented anisotropic filtering.
Consoles typically use a variation of bilinear or trilinear filtering because it's cheap.

As for Texture resolution? More is always better, 16k is what the PC is heading towards with some texture mods looking bloody fantastic with it.
However, even if you only have moderate 4k resolution textures, if you have decent filtering they can look better than higher resolution textures.
Converesly, some games will "sprout" 16k textures but only use them sparingly like on the terrain, leaving other objects/surfaces at a lower resolution (Rage, anyone?).

However, keep in mind, I run my games higher than 1080P, I can see the flaws in games more readily than the mobile-phone, 2 decade old 1080P resolution, so better textures and better filtering is a must.

Hopefully, thanks to the Playstation 4 and mass production, the cost of high-density GDDR5 drops substantually so GPU's can blow out the VRAM counts and the industry can start to look towards 32k textures.

Anisotropic filtering is actually becoming more common in games ... 

A 16K texture is practically over 2GB! It's useless on everything but large surfaces. 

If your hoping for a large cost reduction then prepare to be disappointed since we have yet to figure out all of the large concerns with 13.5nm extreme ultraviolet lithography ...