Forza Graphic without Antialiasing

Dear Forza 5 Developers,

I absolutely love the new Forza and i spend a lot of time in Forzavista enjoying the details of the cars. :smiley:
There is only one detail that bothers me a little, the missing Antialiasing and (Anisotrope Filterung in German don’t know how its called in english^^).
I don’t know if the Graphic Power of the Xbox One is already used up, or if it would be better on a 4K TV?

But it would really make it perfect to have AA and AF in Forzavista and maybe even while racing…

Can it be done or would the lose of FPS be to big?

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http://www.vg247.com/2013/06/28/forza-5-anti-aliasing-still-an-issue-unless-developing-at-4k-says-turn-10/

Max, That article is nothing but a brush off excuse.

Certain items like the finer grills and even fences will never be rid of jaggies even at 4K, and that’s Dan’s point.

Everything else can most certainly be dealt with at any resolution if there is enough power, which there isnt, which is the OP’s point.

OP. you pretty much had it, the english wording is Ansiotropic Filtering. So, pretty spot on. Playing on a 4K TV wont help as it will still be a 1080p render stretched over the 4K.

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You need to coin"real world performance will not equal to in game graphic performance."

I am sorry I just don’t get it. I have looked and looked and cannot find the issue everyone is talking about. For me everything is as crisp as can be. Is there a specific place on a map or a car that I can check out? I am really curious to figure out why I am not seeing what others seem to be seeing.

Do you game on PC? everything is very noticeable when you jump between the platforms.

Digital Foundry vs. Forza Motorsport 5 | Eurogamer.net

Even running at full HD, Forza 5’s image suffers for the lack of an effective anti-aliasing method, meaning the game gives us a crisp, but ultimately raw end result. There’s evidence of a post-process solution in effect, where light shaded gradients appear between each stair-step of banner lines passing overhead, and the jagged edges are partly obscured by the game’s use of depth-of-field and per-object motion blur. However, there’s no ignoring the rough-looking foliage and cockpit interior details that go entirely untreated here.

It’s a vast improvement on this front, but all presented with what appears to be a trilinear filtering solution. In a nutshell, this pares back the noticeable filtering cascades seen in Forza 4’s approach, but courtesy of the resolution bump, a blurring to the floor is still very apparent ahead of a car’s front fender in Forza 5. It’s a surprise, especially given how undemanding anisotropic filtering is for any modern PC of equivalent spec, and we had hoped it’d be commonplace on any Xbox One racer.

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