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.kju

Expert on mipmaps needed

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gday :)

i've made a tweak addon to remover Resolution LODs and mipmaps with the

help of tools by T_D from ArmA II vegetation to reduce LOD switching and

the ugly low res mipmaps.

The result is very satisfying both in terms of more FPS and better visual quality.

Now some people were asking for a 1st Res LOD only highest mipmap only.

Yet it does not seem to work to have only one or below a certain number of

mipmaps.

So any details about mipmaps and how they potentially may work in

directX would be very much appreciated. Cheers !

More details about the fail:

--------------------------

I tried to remove only the last 9 or 5 mipmaps only. The results were not promising:

http://www5.picfront.org/picture/8AW3bn9He5/img/0001.jpg

http://www5.picfront.org/picture/Hkp1KarDtUj/img/0002.jpg

http://www5.picfront.org/picture/FjkAvpSRMU/img/0003.jpg

http://www5.picfront.org/picture/zq4G2wW8MQ/img/0004.jpg

As I am by far no experts in this area, my assumption is that the engine is expecting

a certain number of mipmaps. Or some mipmap counter needs to be reduced.

Another possibility is that mipmaps are always generated down to a given resolution

from the actual resolution like

1024 source => mipmaps: 512, 256, 64, 32, 16, 8, 4, 2

In addition it seems the ingame texture setting in video options make the engine not

draw the highest or second highest mipmap at all.

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