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Apply anisotropic filtering while the game runs, and add it to the Screen tab.
NX2NAVI_ANISO was read once, when the first sampler was made (vk_texture.c sampler_features), and make_sampler raised the level of the surface textures' samplers as it created them. Samplers are looked up by the game's parameters and live until shutdown, so a new level could only reach them after a restart, and the setting had no row in the menu. The decision which samplers get the level moves from make_sampler into aniso_raised, and sampler_for puts the raised level into the sampler key, as it does with the DLSS texture bias. vk_sampler_aniso_live reads the setting again after a settings change, at each present beside vk_dlaa_frame's bias; on a new level it clears the slots' samplers and bumps the sampler generation, as vk_sampler_dlss_bias does, so the slots and the descriptor caches take samplers of the new level from the next draw. The old level's samplers stay until shutdown like every sampler. The setting is marked live in cfg.c, and the Screen tab gets a Texture filtering row (Game, 2x, 4x, 8x, 16x) with the description the catalog already had. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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chrg6
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@@ -108,7 +108,7 @@ beside the game.
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"Preparing shaders" once while the driver rebuilds them. With a driver that has Vulkan's graphics pipeline library
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it lasts at most about 20 seconds once the shaders are translated, and the remaining pipelines are built in the
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background while you play.
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- **Screen** in the menu has Upscaling (DLSS on NVIDIA RTX cards, FSR 3.1 on any card), Frame generation (NVIDIA DLSS
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- **Screen** in the menu has Texture filtering (anisotropic, up to 16x, at once), Upscaling (DLSS on NVIDIA RTX cards, FSR 3.1 on any card), Frame generation (NVIDIA DLSS
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on RTX 40 and 50 cards, with a DLSS multiplier of 2x, or 3x and 4x on RTX 50 cards; FSR 3.1 on any card; it needs
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DLSS or FSR 3.1 upscaling on, and the frame limit then counts the frames on screen; with no limit chosen it is the
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display's refresh rate), HDR (the game's picture tone mapped to your display, with its own grading rows, or Native, the game's own HDR; turn HDR on in Windows first) and the
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