MIP Mapping

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Postby Kelburn » Thu Apr 17, 2008 8:56 pm

I get better textures when this is at full.
What does this do in terms of FPS (how will it effect me do you think?)
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Postby victor_alpha_charlie » Thu Apr 17, 2008 9:08 pm

Kelburn wrote:
QUOTE (Kelburn @ Apr 17 2008, 08:56 PM) <{POST_SNAPBACK}>
I get better textures when this is at full.
What does this do in terms of FPS (how will it effect me do you think?)


I guess the best way would be to try it, if the results aren't worth whatever FPS loss you get, turn it back down. Best way to find out ;)
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Postby HardCorePawn » Thu Apr 17, 2008 9:22 pm

MIP Mapping is all about allowing the comp to display a less detailed ('smaller') version of a texture when you are far away from it... and a more detailed ('bigger') version when you are close up...

by having all the scaled images pre-defined, it takes some burden off the cpu/gpu as they're not having to anti-alias on the fly or waste time showing a 512x512 texture when the object is only 32pixels wide... which should theoretically = better performance...

However, it requires more memory as the comp effectively keeps in memory however many versions of the texture there are... so instead of one 512x512 texture, you would have a 2x2, 4x4, 8x8, 16x16, 32x32, 64x64, 128x128, 256x256, 512x512....

Obviously, you may find there are performance issues as your memory fills up...

As with most things, it's a trade off, and there will be a 'sweet spot' for your particular setup... just experiment until you find the right combination of pretty pictures vs. FPS...
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