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Topic on Talk:The Last of Us Part I

Ok, I'll try one last time.

"A texture's maximum degree of anisotropy is specified independent from the texture's minification and magnification filter (as opposed to being supported as an entirely new filtering mode). Implementations are free to use the specified minification and magnification filter to select a particular anisotropic texture filtering scheme. For example, a NEAREST filter with a maximum degree of anisotropy of two could be treated as a 2-tap filter that accounts for the direction of anisotropy. Implementations are also permitted to ignore the minification or magnification filter and implement the highest quality of anisotropic filtering possible."

"...For example, a NEAREST filter with a maximum degree of anisotropy of two could be treated as a 2-tap filter that accounts for the direction of anisotropy..."

Which means that a degree of anisotropy 1 (1x) is equal to 1-tap filter - meaning that there is no supersampling happening and thus no anisotropic filtering.

https://registry.khronos.org/OpenGL/extensions/EXT/EXT_texture_filter_anisotropic.txt

"A maxAnisotropy value of 1.0 or lower disables anisotropic filtering."

https://developer.apple.com/documentation/scenekit/scnmaterialproperty/1395402-maxanisotropy

Now as to why you see differences between in-game 1x and CPL forced to no AF is a different matter. I'll take a look at the game a bit later.