I switched to one you recommended with vulkan renderer eventually, because opengl renderer had some graphical artefacts I couldn’t get rid of e.g this texture fighting
For some reason in-game screenshots are broken on vulkan renderer (grey rectangles) so I’m using system screenshotter.
Also the game has pretty harsh mipmapping (or idk how is this called). Is cranking up anisotropic filtering the only way to get rid of it?
Is it somehow possible to use nearest neighbour interpolation for textures?
You can have all sorts of fun in “Advanced Options > Advanced Rendering Options.” The relevant settings for these are listed under “Rendering control.” I don’t believe you can disable mipmaps entirely, but using either Nearest Neighbor or Trilinear (according to preference) with 16x anisotropy (no point in going higher) will get rid of the obvious detail lines.
Note that nearest neighbor also affects things like lights and shadows, which might look pretty strange. The game is built with filtering in mind.
I switched to one you recommended with vulkan renderer eventually, because opengl renderer had some graphical artefacts I couldn’t get rid of e.g this texture fighting
For some reason in-game screenshots are broken on vulkan renderer (grey rectangles) so I’m using system screenshotter.
Also the game has pretty harsh mipmapping (or idk how is this called). Is cranking up anisotropic filtering the only way to get rid of it?
Is it somehow possible to use nearest neighbour interpolation for textures?
You can have all sorts of fun in “Advanced Options > Advanced Rendering Options.” The relevant settings for these are listed under “Rendering control.” I don’t believe you can disable mipmaps entirely, but using either Nearest Neighbor or Trilinear (according to preference) with 16x anisotropy (no point in going higher) will get rid of the obvious detail lines.
Note that nearest neighbor also affects things like lights and shadows, which might look pretty strange. The game is built with filtering in mind.