liquidboy
Regular
I know this is a PS4 thread, BUT I can't imagine the API would be too much different to what the XB1 devs use ... And there are several pages devoted to "how" devs can implement anisotropy in their games in the leaked xdk..
here is one section talking about the "cost" of using it..
here is one section talking about the "cost" of using it..
These are peak performance numbers.
Minimal cost in the shaders
Buffer single-channel read - 4 clocks
Buffer multichannel read - 16 clocks
Buffer atomic - 16 clocks
Texture point-sampled fetch - 16 clocks any format
Bilinear texture fetch - 16 clocks = 32bpp, 32 clocks 64bpp, 64 clocks 128bpp
Trilinear texture fetch - Bilinear texture fetch × 2
Anisotropic xN texture fetch - (Cost of a bilinear texture fetch or of a trilinear texture fetch) × N