This is an automated archive made by the Lemmit Bot.

The original was posted on /r/globaloffensive by /u/Clifton_7 on 2023-11-06 21:22:54.


Disclaimer: I don’t know that much about 3d graphics design so there may be some incorrect terminology here.

Issue 1:

There is a fairly large FPS impact when looking at water with different texture filtering options.

I am seeing a 60 FPS difference between (lowest) Bilinear and (highest) 16x. Anisotropic filtering is usually touted as having a negligible performance impact.

Issue 2:

Now, if this FPS around water can’t be avoided then I hope some improvements can be made to the transitions when using Bilinear texture filtering. The transitions between different LOD (level of detail) or MIP levels in the textures are REALLY noticeable as harsh dividing lines on Bilinear in CS2 whereas it was a smoother transition in CS:GO.

It is most noticeable on the walls in office, but you can also see it on the ground in mirage, etc. It is pretty distracting when you are moving.

CSGO (left) vs CS2 (right)

Close-up CS:GO (left) vs CS2 (right), pls excuse jpeg