A list of puns related to "Mipmapping"
I started learning WebGL recently and encountered posts about texture atlases bleeding, and one of the replies mentioned that this is not an issue for UV maps and I just can't figure out why.
I already found that they usually add a bit of extra border to avoid bleeding at normal scale. But surely if you downscale the image it would eventually start popping up again.
Do they just not use mipmapping?
Or is there some trick I'm missing?
Maybe it's just usually not visible due to models being mostly the same color?
Hi all,
I made a version of reshade a few months ago which focused on improving overall texture quality in PSO2. I've since updated it to support the NA version.
Added Features
Character Mipmaps.
Texture Filtering is now forced, no more weird shimmering due to incorrectly set mip filters.
Any textures missing mipmaps are now generated.
Anisotropic Filtering control via the Reshade Menu.
Screenshots
You can find the project here: https://github.com/Lemon-King/reshade-pso2-enforced-mipmaps/releases
Anyone knows how to enable mipmapping without game crashing? What is preventing it?
Iβm currently at work on break so I wonβt be able to post screenshots until lawyer tonight. However, I have recently been playing E2E and have been having a blast. I noticed however that I lag really badly when Mipmapping is on. I have a new PC (I think my entire build is somewhere in my history) but most importantly I have a 1660Ti with (if I can remember correctly) 6gb of VRAM. I have never had this problem before and have always used Mipmapping with no lag in the past. Anyone know a fix or maybe something I am doing wrong? I am using MultiMC and have min. 4GB and max. 8GB of RAM allocated if that matters.
So ive just noticed something, when i turn the Mipmapping off, everything is super grainy and runny when moving the camera as expected.
But when i turn it to max (4), everything looks good, leaves arent grainy, everything is smooth and enjoyable to the eyes,
except Grass. Not the Grass block, but the transparent grass crop that you can walk through that drops seeds.
Despite Mipmapping being on 4, when flying over Grass Fields in Creative, the Grass is still very runny / grainy and its very unpleasant to the Eyes.
Was it always like this in MC and i just noticed it now (because i cant remember it being that way) or is something wrong in my Graphics Settings? Did a Factory Reset on my PC a few Days ago, and i cant remember it looking like this before.
EDIT: So i just found something, in 1.16.1, Grass doesnt seem to be affected by Mipmapping at all. Its still sharp in the distance causing the flickering.
However, i tried on a way older Version, 1.7.10, and Grass is affected by Mipmapping and becomes less detailed in the Distance, removing the flicker.
I've been seeing a lot of people posting about performance issues that are fixed by reducing their mipmapping level. Where did this issue come from? Why only in 1.10? What is mipmapping anyway? I decided to create this topic to clear up everything all together.
##Mipmapping
First, what is mipmapping? Here's the wikipedia article, but basically it makes distant textures look less jagged and distorted, at the cost of using more graphics card memory.
##What changed in 1.10?
> "Why do my eyes hurt?"
> "Because you've never used them before..."
Mipmapping levels were almost always lowered or disabled before, due to mods using oddly sized textures. Minecraft doesn't even try to mipmap textures that are not sized at powers of two. A single mis-sized texture in a pack can reduce the mipmap level of everything, so most big packs had the mipmap level stuck at 0 no matter what the options were set to.
In Forge 1.10.2-12.18.1.2025, my PR to force mipmapping was accepted, and now it's no longer restricted by mods and is always actually working at the level set in the options.
Why did I want this? It's because mipmap 0 looks terrible to me (enough to make me a bit sick when flying around), and I wanted the option to set it higher even if I was using a mod with weird sized textures.
Here's an image crop of distant textures before the PR (mipmap 0).
Here's the same thing with mipmap 4 after the PR.
##The issue
Mipmapping uses more ram on your graphics card. Why? Well each mipmap level creates a new texture atlas that's half the size of the previous level. The post here shows actual pictures the regular texture atlas, then the mipmap texture atlases created for levels 1, 2, 3, 4. Mipmap level 1 will only have the first two atlases loaded into graphics memory, level 4 will have all of them loaded.
For vanilla, this isn't a big deal because the texture atlas isn't very large. This means that the default setting is 4 and there's no problem. However for modded, the texture atlas can become huge, and multiplying that in any way can mean that the atlases are too big to be held in graphics memory together. Without enough graphics card memory to hold it all, the graphics card will be reloading this data fr
... keep reading on reddit β‘I tryed adapt sample from "Vulkan Tutorial Generating Mipmaps" for my 3d-Textures and got "epic fail". (errors validation layer: vkCmdBlitImage: region [0] dstOffset[].z values (0, 2) exceed dstSubresource depth extent (1)...."
May be anybody can help me and write some pseudocode for valid usage vkCmdBlitImage for creating MipMaping for 3D-VkImages (VK_IMAGE_VIEW_TYPE_3D)? Thanks.
Update: I fixed error,but now I have another problem: This is possible - use mipmapping for X and Y coords with 3D-texture, but do not change Z-coord with vkCmdBlitImage?
Update2: some code https://pastebin.com/PeWPY2ZT
Final Update: I understood - 3d_texture - bad way for MipMappong and I need Texture Array. Problem solved. :)
I was talking about the GTX 1080ti with someone and they told me that an oculus guy said supersampling to 2.0 would make aliasing worse due to lack of mipmaps, whatever that means. Well, I decided to give it a shot anyway as I always stayed at 1.5 since hearing this. I tried a bunch of apps at 2.0 and could see a massive difference. Went into VRchat for instance and in "the hub" area I could see the pillars across the courtyard in perfect 3D that couldn't be seen this way before. I felt like my stereo vision went much further than when it was at 1.5.
I noticed this effect on all titles. So does anyone know what this means, and if the Oculus guy was just misinterpretted? I don't actually understand what he was talking about and can see the improvement with my own eyes on every single app.
Edit: Side note, If you try this with SteamVR leave SteamVR's supersampling at default 1.0 but debug tool at 2.0 as it multiplies and messes things up. It will still use 2.0.
Hi everyone, so after seeing how much along Retroarch went I decided to start it up and properly set up everything, with libraries and so on.
I just tested some N64 game with the new Mupen64Plus-Next plugin but I just can't stand the bilinear filtering. I know the original 64 had it but ever since I've used N64 emulation I've preferred having no filtering/mipmapping at all ! It gives a very retro/quake aesthetic that I just love.
Unfortunately I've searched in the settings and so on but can't find a way to disable it. Looking on google seemed to yield the same results as many recomment to use parallel if you want the feature. However Mupen64Plus-Next is also considered much more stable. I don't really see why there should be a choice here. It's a simple matter of adding a third option to the "Bilinear filtering" setting in the core that is "None" on top of "Standard" and "3-point".
So why wasn't it added already ? Is Parallel being kept up to date as well and is now as stable ? If not I may very well actually dive in the source code to fix it myself but that seems rather extreme.
I also looked for a config file somewhere where maybe I could change more settings manually, including this, but couldn't find any within the retroarch folder :(
Anyway thanks in advance everyone :)
From wikipedia: https://en.wikipedia.org/wiki/Mipmap
Does anyone know how to go about this? I'm looking to modify the generation of mipmaps in my game so that I can incorporate a normal to roughness calculation as described in valves 2015 GDC talk.
I believe in unreal engine this is known as the "composite texture". Any help would be greatly appreciated.
Okay, so I'm going a bit crazy here...
I've been playing THUG2 Remix on and off recently. I just updated PPSSPP to today's build and played some more, noticing that the textures are blurring/missing in THUG2.
I had done some searching months ago and found this was an issue with Mipmapping. I turned it off and the game looked great again.
However, now the setting doesn't appear to be there for Mipmapping. Did they rename it? Move it? Remove it for some reason? Or am I just going crazy and it was never there? :)
Thanks.
May I use this place to ask for expertise on 10.2's visual aspect? Afaik vanilla 10.2 finally "fixed" mipmapping. As I now had some time to test out 10.2, I feel like there is a consensus to disable it though. For example the new FTB Infinity Lite preconfigures itself like that.
Playing without mipmapping, I for myself feel incredibly distracted by the permanent "grain" on the 3d scene and I yet didn't really read much about it here. Compared to the clean, sharp looks of 7.10 it feels like a huge step back.
So I tried to play with mipmapping ... for a minute. Running called pack with 4 levels of mipmapping results in like 15-25fps on a 6th gen i5. That's where I am right now, wondering about the acceptance of those grainy looks. So why? Are we experiencing a temporary problem or is the grainy 3d scene there to stay? Whats the perspective?
I would like shiny objects (low roughness value) to reflect the environment map. This is already working, but now I would like the objects to reflect a different mip map level as the roughness value increases. Now, I cannot guarantee that every environment map will have the same amount of mip map levels. Is it ok to always access a certain level in glsl even if this level does not exist (say level 3 when there are only levels 0, 1 and 2 available)? Moreover will this give me a performance penalty?
If you have experience with this feel free to help me out. Thanks!
Please note that this site uses cookies to personalise content and adverts, to provide social media features, and to analyse web traffic. Click here for more information.