It is a texture filtering process that allows to resize a texture by a factor that differs in the horizontal and vertical dimensions. Filtering is required to reduce aliasing when the texture is larger than can be shown on screen. Aliasing would be apparent and chaotic or ordered shimmering on distant objects, for example if you had a brick wall and stood far enough that each brick would approach the size of a few pixels or less.
Textures in games contain precalculated smaller versions of themselves in memory. The program can simply select the two closest image sizes that match the dimensions of the object on screen and take an average between the two. This reduces the work required so that it doesn’t need to do averaging between many pixels every time. But the selection is limited to square sizes. Anisotropic filtering saves more intermediate results that have a rectangular shape at the cost of some memory.
Objects typically seen at an angle that differ greatly in their dimensions include floors especially when close to the camera if the character is crouching or the body of a car in chase camera.
Latest Answers