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Author Topic: ART - MIPs and the differences  (Read 1018 times)

Prometheus2012

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ART - MIPs and the differences
« on: Oct 04, 16, 12:22:32 PM »

We are currently going over our textures to make them more streamlined for performance. Part of this was the process to make them have mips. Due to an unforseen bug, none of our textures had mips on them even though we had thought they had.

Here is a scene without mips. You can see the very obvious jaggies. Now anti-aliasing could sort some of this out, but a cheaper performance wise method of fixing a lot of jaggies is the use of the Mips.

Before


After


Now while this does not fix ALL jaggies, it certainly helps. It has been recommended on the HE wiki for a long time that for a diffuse texture without an alpha channel it is best to use .DDS with DXT1 settings. But i have recently been told that using DXT3 will give a much better apperance.

You will want to have 2-5 Mips on your texture, depending on what it is.

Using the nvidia DDS tool you can see that you can select the number of mips to generate. Choose the number of mips and make sure "generate mip maps" is toggled.



After saving as DXT3 or DXT5 and opening the texture again, you will be given a popup box saying wether to show mips or not. If you are editing just select to not show them this time.



And it will come up looking like this, showing the mips.

« Last Edit: Oct 04, 16, 12:29:20 PM by Prometheus2012 »
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Prometheus2012

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Re: ART - MIPs and the differences
« Reply #1 on: Oct 04, 16, 12:24:34 PM »

Adding mips to a texture does increase the file size but will make the textures load faster and actually give a performance boost.

While mips will work with DXT1, the difference and reduction of jaggies is less effective.