[?] Does disabling mip-mapping decrease performance?

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GeZe
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[?] Does disabling mip-mapping decrease performance?

Post by GeZe »

Does disabling mip maps when saving dds texture files decrease performance in game?
Vaiski
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Post by Vaiski »

Yes as far as I know.
Theres no point drawing an object with like full 512^2 texture when its 400meters from the player. So I guess mipmapping saves some video card's cpu time.
I may be wrong though :roll:
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GeZe
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Post by GeZe »

'[R-DEV wrote:Vaiski']Yes as far as I know.
Theres no point drawing an object with like full 512^2 texture when its 400meters from the player. So I guess mipmapping saves some video card's cpu time.
I may be wrong though :roll:
****

hmmm, do you know of a tutorial of how to change the distances of the mip map levels?

ie, I want to increase the distance it keeps it's detail
Last edited by GeZe on 2007-03-30 23:48, edited 1 time in total.
Griffon2-6
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Post by Griffon2-6 »

That's a BF2 engine thing, can't be changed.
GeZe
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Post by GeZe »

****. grif, do you want high detail but lower performance or lower detail and better performance?
Griffon2-6
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Post by Griffon2-6 »

My map is borderline laggy as it is, but do the texture as best as you can, because the quality of it does not affect the performance. Only the texture size does.
Vaiski
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Post by Vaiski »

What kind of object is it? A weapon?
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GeZe
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Post by GeZe »

'[R-DEV wrote:Vaiski']What kind of object is it? A weapon?
Uniforms (soldier skins + kit skins + face)

I guess I'll add mipmap, and see how it looks, but from what I remeber from before, they look like crappy blobs.
Griffon2-6
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Post by Griffon2-6 »

Well, I think you can edit the MIP maps can't you? Or does Photoshop just load them for no reason?
GeZe
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Post by GeZe »

grif, I updated the downloads in our private forum with the new mip maps, it doesn't look that bad.
matt.b
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Post by matt.b »

there's a big problem with bf2s renderer & the staticmesh shader wrt mipping (angled surfaces blur too heavily), but the bundledmesh shader (used on players, kits, vehicles etc) looked ok when i did a comparison.

you could possibly generate a lower number of mips when you save the texture (3 for a small texture, 5 for a big one), that'll stop it blurring out so quickly & retain some optimization.
GeZe
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Post by GeZe »

'[R-DEV wrote:matt.b']there's a big problem with bf2s renderer & the staticmesh shader wrt mipping (angled surfaces blur too heavily), but the bundledmesh shader (used on players, kits, vehicles etc) looked ok when i did a comparison.

you could possibly generate a lower number of mips when you save the texture (3 for a small texture, 5 for a big one), that'll stop it blurring out so quickly & retain some optimization.
okay, thanks, I'll do that :)
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