well, there is defenitly something wrong here, trouble is that i don’t have enough undertanding of the inner workings to say what it is exactly and how to fix it.
i did some more fiddling and found that there are definetly two different ways blender handles textures to use as normal maps.
there is the one, wich apparently only gives good results with aa, used when the texture is directly applied to the material.
and the other wich is used when you use texture nodes to input the normals from the image texture and feed them into the material.
this method gives a rather standard rgb normal map but the effect is far too extreme and i havn’t found a way to decrease the strenght yet.
heres a screen of what i mean:
the top section shows the normals from the texture beeing fed into the material and the lower sections shows the normals beeing fed into the output to show the normal map.