page it says regarding texture filtering:
- Texture Filtering: Trilinear filtering is often a good idea for VR. It does have a performance cost, but it is worth it. Anisotropic filtering may be used as well, but keep it to a single anisotropic texture lookup per fragment.
Also according to this
blog post anisotropic texture filtering is not supported on the S6.
My question is, how do I make sure that the game uses anisotropic filtering and how can I pick which textures use bilineal, which ones use trilinear and which ones use anisotropic (on compatible devices)?