Disable Texture Filtering

Use the Disable Texture Filtering override mode to see whether the texture filtering algorithm is a bottleneck. Texture filtering enables you to interpolate (filter) the color of a textured object if the distance between two neighboring texels is more than one pixel.

If, after applying the Disable Texture Filtering technique, the performance of an application improves, then the texture filtering algorithm might be a bottleneck. It may be the result of using computationally expensive texture filtering, such as high-level anisotropic filtering.

Depending upon your speed versus quality requirements, consider a faster texture filtering method. Since anisotropic filtering is the slowest method, consider the use of bilinear, linear, or even nearest-point filtering. You can test the performance and visual effects of different filtering methods by modifying the graphics state of primitives without changing any application code.

See Also

Override Modes Overview
Disable all overrides
Null Hardware

Disable Draw Calls
2×2 Texture
Simple Pixel Shader
1×1 Scissor Rect
Disable Z-Test
Disable Z-Write

Cull None
Cull Clockwise
Cull Counter-Clockwise

Disable Alpha Blending
Disable Alpha Test
Overdraw Visualization
FPS Limit

Disable Texture Filtering