RakZak Posted November 7, 2019 Share Posted November 7, 2019 Somebody here with a bit of expertise in the game graphics (PC)? Im wondering about the "MipMap" option. I dont know if i like it or not. On paper it reads awesome but ingame the shimmer can be bad. Heres how i understand it so far:If i turn it on: a texture file with different resolutions of a texture are applied relativetly to the viewing distance to the texture. If the texture is close = high resolution / far away = lower resolution. Which results in better overall picture quality and also using more VRAM but less VRAMs bandwidth usage. If mipmap is not enabled, the normal textures with highest quality should be loaded all the time. Lesser use of VRAM but higher bandwidth usage. (correct?) (if i turn MipMaps off, the close textures are really blurry in comparision to when it turned on. What the shouldnt be. Thats one thing that really baffles me oO This leaves me no choice but to turn MipMap on and setting negativeLODbias to 0 to -0.5, still a bit shimmer but its bearable. BUT now add the awesome HD rework project to that equation. As i understand it only has 4k "normal" textures. So mipmaps not supported. Eventually the engine needs to downscale the 4k texture everytime in many different lower resolutions to run with MipMapping. This would put extra load on the GPU. If it even works like that. Or the engine would just straight up use the normal maps in every viewing depth. Can someone tell me if im correct with all that stuff or point me in some direction to get some kind of answer? Link to comment Share on other sites More sharing options...
Recommended Posts