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Second, the thing that goes up to x16 is Anistropic Filtering, which affects how textures are rendered at extreme angles. Generally you want this at x16, because there's practically no performance hit but it makes a significant difference to image quality.
Third, Ambiant Occlusion (which does not have a x16 setting) is a lighting setting that approximates where shadows should be based on ambient light and how it bounces off of various surfaces. Typically this means corners are darkened a bit. This can make a big difference or none at all depending on how a game is designed to look (personally I think it looks a bit goofy here, but in other games it can be gorgeous), but it takes some significant hardware power to do properly.
when i play every game it goes up to 16 only in every game. so thats the highest number i seen
No it doesn't. Please go back and look at all the games you've played AO does not got up 16x and it doesn't even have a multiplier next to it.
https://steamuserimages-a.akamaihd.net/ugc/80343196790358785/03799E69FE46B01D229E02597B2E95AE750A3539/
https://en.wikipedia.org/wiki/Ambient_occlusion
Variants
SSAO-Screen space ambient occlusion
SSDO-Screen space directional occlusion
HDAO-High Definition Ambient Occlusion
HBAO+-Horizon Based Ambient Occlusion+
AAO-Alchemy Ambient Occlusion
ABAO-Angle Based Ambient Occlusion
PBAO
VXAO-Voxel Accelerated Ambient Occlusion
Also as said above FXAA makes the screen blurry not all forms of AA do this. TXAA may make the screen blurry in static images tho.
Ambient Occlusion is very performance demanding, but it creates the illusion of 3d on otherwise flat textures. Examples being when you see a brick wall in most games, it's totally flat, but with AO on, you might notice some bricks look like they stick out to look more 'realistic'.
That's not ambient occlusion,thats parallax mapping.
This should tell you everything you need to know about ambient occlusion. You'll notice it the most on objects like shelves.
https://www.youtube.com/watch?v=gCwHMcHtI5I
Anti-aliasing only blurs an image if it's post process antialising (Which looks as the frame as a flat image). Multisample antialiasing does not blur the image,but in fact makes things even clearer (While also being very performance demanding,but not as much as superspampling)
Just watch the video below,that should explain it.
https://www.youtube.com/watch?v=T2UMqmne4RA
Not all game engines support MSAA and I don't think Turok 2 even has MSAA.
how does it look like stuff is hovering? i dont notice that when its on
the reason i dont turn AA on is because games like just cause and far cry make it look blurry, mostly mafia 3 too. i cant even turn AA off. it only goes to low. but i guess its the engine they use on mafia 3? but what i have notice is when i turn AA completely off the images look sharper and better. i dont understand these edges people talk about. maybe im not looking at stuff hard enough? i just turn graphics on high, play and shoot whatever is moving to get to the objectives
with stairs, thats a good idea i have to test that. for turn 2 what would be a good way to see the difference in AA? i tried switching to 3 of them in game time looking at the fountains but no luck seeing the differences
you have to look at the edges of objects, especially if they are slanted (diagonal). not textures or anything.
The SSAO present in the game looks kinda low res i think.