It's generally impossible to spot aliasing on screenshots UNLESS you are using a texture which has a regular pattern that rises above the Nyquist limit, such as a checkerboard texture.
If you sample above the Nyquist limit on a low-frequency texture, you will not see any significant artifacts. If you sample above the limit on a high-frequency but 'random' texture, you will see random pixels, which in a static shot will look the same as they would otherwise because it's still random.
In contrast, undersampling is easier to spot on screenshots; if something looks blurry in the distance it is being undersampled usually due to LOD bias tweaks. So if you have two screenshots where one looks 'aliased' and one doesn't, it probably means the one that doesn't is actually undersampled. Now, where have I seen this before....
The simple solution is to see it move. Aliasing is usually obvious even on random high-frequency textures as soon as you're in the game.
The fact that Dave hasn't seen any is, I would say, an important data point.
If you sample above the Nyquist limit on a low-frequency texture, you will not see any significant artifacts. If you sample above the limit on a high-frequency but 'random' texture, you will see random pixels, which in a static shot will look the same as they would otherwise because it's still random.
In contrast, undersampling is easier to spot on screenshots; if something looks blurry in the distance it is being undersampled usually due to LOD bias tweaks. So if you have two screenshots where one looks 'aliased' and one doesn't, it probably means the one that doesn't is actually undersampled. Now, where have I seen this before....
The simple solution is to see it move. Aliasing is usually obvious even on random high-frequency textures as soon as you're in the game.
The fact that Dave hasn't seen any is, I would say, an important data point.