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Never choose Anisotropic when you are about to play an Fps game because having the floor look like a real one you sacrifice much-needed CPU workers known as Handlers. If the CPU currently has fewer workers it will start and finish when it was ordered without having to ask for help/assistance from a thread having the workers has some workers your requests without having to let's say require help from other cores/threads.
By making Anisotropic ON it constantly creates Handlers currently performing sometimes more than 10000 ones which now feed the GPU memory with useless requests just for you to see nice walls that CPU much need horsepower is now loaded up with an extra added CPU calculation to the CPU Time" which means it adds more times needed for each Thread to hit its peak GHz speed with the boost. Playing csgo is all about hitting the right timing you do complicate staff. because to land iconic shoots frequently your shoot have to be in time "right down to the 10ms window you don't need any SPIKING AT ALL in this windows because on these specific times when having Anisotropic ON in fps games your max out and middle range fps will be consistent through almost the whole game in the long run but take notice when is having ON, for example even 2x for you to perform some of the most iconic and hard to master technicians in the game, I will mention a couple, but they are lot more. What does the ON setting besides making things look little good before you died the round
First Example - “Slutter Step” I know this for a fact in my experience this technic is mastered only by 20 - 25% out of the total Active players they can perform it perfectly on the fly because the system never spikes it is easier to master in when Anisotropic is out from the picture
People with more experience in the game probably know what we’re talking about. However, those who are just getting started and even a lot of LEM with 5 years+ have no clue what I want to say because this technique is not that unpopular in lower-tier but rather believing it is humanly impossible and therefore unreachable having Anisotropic
ON makes this possible ..... and YES you can shoot an ak47 without actually being stationary and kill the enemy with no actual stopping even when watching the demo there is no even slowing down before the shot some people may suffer from such players maybe in dust2 on long there is one T who will cross he knows your wait at mid you know he will pass any moment now and then Out of the blue you see him and just before you shoot he killed you and never stopped doing so.... bam Headshot 5 seconds later cop/paste report finish. For him, he will continue to build this skill well for you another frustrating game playing against hackers but guess what he was not... VAC is doing its job just to say it. to ok how to learn more successfully o perform it even later on the fly? well, one thing you can do right now off Anisotropic, Nvidia make Application controlled, and in so choose Trilinear, then start to build ur skill!
To make a long story short, Slutter Steps is when you move in a specific direction and press the opposite key before shooting. For example, many people run forward with “W” and press “S” quickly before shooting with their AK-47. That’s how they land the so-called “running headshots”, which are fantastic, to say the least, but having on Anisotropic even 2x in this specific time when you are supposed to shoot your shoot most of the times will be registered after those spikes please keep in mind while those spikes are occurring only during the A D combination milliseconds of spikes occurs afterward, but fck? afterward you "NEED YOUR SHOOT TO BE REGISTER" one tiny part of a second interception it is all you need to miss your shoot get the spike as because you move and left then press right and make a shoot by now how much by 2x your system need to outperform then also to register the shoot you get big downside.. another example I will give you for AWP
Second Example - “AWP Noscop-using scope" I know sounds like what? reality? no
It is a pure no scope kill but using the scope for reference and firing the gun after it shows the crosshair with scope "bare with me :D” Fire on a moving target using AWP, but if you miss don't fast reload using Q, but just wait for the scope meantime keep your eyes on the target while the AWP scope to show up again and you must feel the scope not seeing it unblurs and then to fire 90% miss again this is your time to shoot just the scope will show you already must fire the gun the result is your aim from with intuition memory you can call muscle memory it.
Now how did Anisotropic ON make you again misfire is simple sometimes the spike occurs because you shoot before the scope showed up wait now you saw I need to shoot before I see it, YES I DID, but the elephant in the room "Anisotropic " need to finish your samples before it registers your shoot, therefore, you press to shoot ahead of the scope and the result was the shoot came through at when the scope showed up... "Anisotropic buffers - and buffers have to finish up the samples in time order"
everything I've said happens because this is due to the rendering 3D Method chosen each of them has proper use and each of them has proper use. I'm done!
ahh, one more thing :D By choosing Anisotropic it won't affect the gameplay to the point you feel something is wrong, It Impacts, the aspect of difficulty to master skills which if chose another rendering process you will most likely learn much easier !!!!!!
All Max setting with 8x MSAA & Anisotropic 16x if you got a pc that is lesser than 10 years old and i7 and up with one of the new graphic´s card from 1060 and up ..
Eeehh what ?
If you got the PC for it .. then its alot better to run the game 8x msaa with 16x anisotropic, you get alot more crisp and enjoyable gameplay view on it ..
for thous that got the new i7, i9 cpu´s with a 2060 super or better .. you can easy run it with 8x msaa and anisotropic 16x with more than 200-300 fps at highest settings some of you will even be able to hit 1000 fps in the game menu ..
One thing CS:GO needs is Directx 12 and DLSS with raytracing .. that could be awesome