If you don't see a decrease in performance using Antialiasing, then, of course, it's personal taste. And using nvidia control panel is the way to change your settings AS LONG as the extensions are enabled in conf.ini (do NOT use il2setup anymore, it's completely out of date). I find turning it off helps me not only in performance, but also seeing dots in the distance. In doing more research on the cloud issue, I've determined the following and I'll break it down very high-level. The game, to save CPU and GPU cycles will render polyobs with less detail that the game thinks you cannot SEE. Clouds are static objects in each map. They aren't dymanic. They are always the same. So their rendering algorhythm is likely static for programmatic reason. How they are drawn/rendered is by what the game assumes you can literally see. This is known as LOD. Polygon Face Occlusion, Hidden Surface Determination, etc. Now that being said, as you pan, clouds drawn in front of you that look normal, will likely "shift" into a lower LOD and looking full right, the clouds that were at your 12 o'clock that looked nice and fluffy, SHOULD look pointy and silly. Kinda like how you can focus on a plane in external view and zoom (move camera) slowly away from it, the LOD will change. In some cases, the LOD2, LOD3 for planes (the YAK comes to mind) actually appear LARGER than their LOD1 and LOD0 (highest detail) counterparts. You COULD try to force nvidia to a fixed LOD bias ( http://www.tweakguides.com/NVFORCE_6.html ) and see if that helps. Texture Filtering - Negative LOD Bias: LOD is the Level of Detail, and in some games you can alter the LOD Bias using various settings to sharpen details on screen. In such cases, you should set this setting to Allow, however note that altering LOD Bias can introduce aliasing (jaggedness to lines and edges) and shimmering. Since Anisotropic Filtering can also improve the sharpness of images without adding to aliasing, I recommend that you change this setting to Clamp for games in which you use any level of Anisotropic Filtering to give you better overall image quality. So, at the original code's max FOV of about 105 to 110 degrees, it assumes you can't see clouds outside of this range and will render them with less detail. YOU SHOULD SEE clouds in front of you, and within the 110 degrees normally... even if you use 3 monitors; but on the edges, the clouds will/may take on a more "simplistic" shape to save rendering work through the OpenGL API (and likely DirectX as well). Since you likely make up a small percentage of people using a 3rd-party application to render the game at a HUGE FOV across 3 monitors, they likely aren't going to address it (that's not saying you're a bad person, it's just not a priority... well, you may smell funny, but we still love you). Since I don't have access to the sourcecode, this is an pretty good educated guess as to why CLOUDS are rendered with the funkiness as they are. You can try to tweak with the SKY settings or whatever controls cloud detail, but my guess is each setting will still be slaved to the rendering "corner cutting".