That option is a hack. If it doesn't work with a game, don't use it. We don't really want to add a bunch of heuristics on top of it to avoid cases like this.
Mmmh... Do you know other solutions to force AF in a promoted dx11->vk game then? I've set AFx16 from NVidia Control Panel but it seems to work only in DX mode. When dxvk is enabled this game ignores those NVidia settings (is this a bug, shouldn't work for VK games too?). It also ignores UE4 Engine.ini's setting "r.MaxAnisotropy=16" in dxvk mode... that's why I tried with dxvk.conf drd11.samplerAnisotropy=8.
Can't understand if this is a bug in NVidia's vk implementation, dxvk, Vulkan itself, or the game.
Ignoring that conf hack option, I don't understand why the game does not apply forced AF (through Engine.ini or NVidia CP) when promoted to Vulkan with dxvk. Of course both work when the game runs in DX11/12.
Ignoring that conf hack option, I don't understand why the game does not apply forced AF (through Engine.ini or NVidia CP) when promoted to Vulkan with dxvk. Of course both work when the game runs in DX11/12.
Forcing it through Nvidia CP is quite similar to what DXVK does with the config option, except that Nvidia probably has a bunch of heuristics to make sure it's only applied to textures that are used to texture geometry. It's likely that they simply didn't implement this hack for Vulkan. No idea whats going on with the UE4 config option. If that works for D3D11, it should also work when DXVK is involved.
That option is a hack. If it doesn't work with a game, don't use it
This.
Nothing extracted yet.
Software information
Game: F.I.S.T. Forged in Shadow Torch (Epic, PC Windows 11 22H2) DX11
System information
Log files
https://paste.sh/DH0Amqgu#5NnSAes-NpaslZRsBGvyrWU7
The issue is that when I force anisotropic filter from dxvk.conf, e.g. "d3d11.samplerAnisotropy=8" I get this strange pink tonemapping effect in this game: https://imgsli.com/MjE3MDY4
Looks like a kind of bit depth issue...