Here's an email from Dean of Croteam. We talked about aniso and I commented that 128-degree aniso really shouldn't be an option now :
He also said this may not for 45-degree slopes (like the 8500 now).
Comments?
As for 128-degree ... you think it's too much? Well, think about it again, but take different approach:
I don't think either that any present (and future!) boards will ever have a power to do real "brute force" 128-degree anisotropic filtering.
But ... Instead of using GPU to do the anisotropic filtering, let's use memory instead. Be fair, nowadays boards all have 128MB of RAM which is a bit of overkill, and will be overkill for a year or so. (Well, just when we start thinking that 128MB is "just enough", 256MB boards will come out, right?
Back to the topic...
So, instead of texture having isotropic mipmaps (which consumes 33% more memory), texture could have anisotropic mipmaps (75% extra memory instead of 33% - not much for an 128mb board!). So, when you have texture that is 256x256, you don't store just 128x128, 64x64, 32x32 ... mipmaps, but also 256x128, 256x64, 256x32 ... and 128x256, 64x256, 32x256 ... and so on (and 128x64, x32, x16 and 64x32 ... ok, you got the picture.
And there you have it - instead of GPU fetching extra texels to do an anisotropy, these are all already nicely interpolated in anisotropic mipmaps and you do just simple bilinear filtering on them. Voila!
He also said this may not for 45-degree slopes (like the 8500 now).
Comments?