[?] Does disabling mip-mapping decrease performance?
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GeZe
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[?] Does disabling mip-mapping decrease performance?
Does disabling mip maps when saving dds texture files decrease performance in game?
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GeZe
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****'[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![]()
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.
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GeZe
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Griffon2-6
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GeZe
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Griffon2-6
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GeZe
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matt.b
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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.
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.
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GeZe
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okay, thanks, I'll do that'[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.


