How to do anisotropic texture filtering for android device?

Hello
We are using Unity (Pro for PC/Mac, and free Version for android and iOS ) for making an android game.
We are trying to use anisotropic textures but not able to get desired result on the device(Samsung Tab 2, Samsung Galaxy S4).
The settings we did are :
Quality-> Anisotropic Textures : Forced on.

We can see the proper effect on the PC but when we build and run to device, we still see blurred texture at distance, i.e. anisotropic textures are not used.
We also set the textures as anisotropic bilinear filter with Aniso level 5, still no anisotropic filtering in device.

So, our question is : Is this the problem of device (Samsung Tab 2, Samsung Galaxy S4) or is it because of License( free version of android ) or are we using incorrect settings or something else?
Kindly help us to resolve this issue.

Regards

Devices like Samsung galaxy S4 and Tab2 supports Aniso filtering there is no doubt in that.Make sure in your quality settings,the default quality level for for android platform is at ‘Simple’ or ‘Good’.

The blurring of textures is caused by mipmapping with imporper texture filtering.Set the texture Format to RGB Compressed DXT1 (textures without alpha) or RGBA Compressed DXT5 (textures with alpha) and try using the following settings.I tested dis with Samsung Galaxy Tab 2.

16656-samplescreen.jpg

I had recently the same problem with Galaxy Note 4. On the editor, turning anisotropic to forced on would improve the quality but wouldn’t work on the phone, it would look like the anisotropic: per texture option. Although, for the floor texture I needed this, I just increased the anisotropy slider from 1 to 16 in the inspector for this texture and this worked for me. It’s like “forced on” is ignored and the “per texture” option is always selected which actually means “look at the anisotropy value for the specific texture”. So, if I want to check if I can have my whole map with anisotropy at 16, I would have to manually increase it in every texture. And then if it’s not very wise for performance I should set everything back again :stuck_out_tongue:

But at least for my bumped floor texture this works like a charm, so I could be selective maybe.