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Is there enough movement in my camera to warrant mip maps?

Discussion in 'General Graphics' started by arumiat, Sep 22, 2017.

  1. arumiat

    arumiat

    Joined:
    Apr 26, 2014
    Posts:
    321
    I understand the concepts but I'm not sure if there's actually enough camera movement in a typical project of mine to justify mip-maps, especially where I'm building to webGL and size is critical. Generally use 1024x1024 maps.



    Be great to hear your thoughts!
    T
     
  2. ArachnidAnimal

    ArachnidAnimal

    Joined:
    Mar 3, 2015
    Posts:
    1,838
    (Not sure what the video is supposed to prove)
    Using mipmaps increases the total size of textures by only 33%.
    Generally, not using mipmaps for normal maps and specular maps produce very bad artefacts at far distances.
    Try not using mipmaps and see if the artefacts are appearing.
     
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  3. jbooth

    jbooth

    Joined:
    Jan 6, 2014
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    5,461
    It's also a performance killer, since the GPU must sample the maximum sized texture when mip mapping is disabled. With mipmaps, things farther away can use a much smaller texture.
     
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  4. hippocoder

    hippocoder

    Digital Ape

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    Apr 11, 2010
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    29,723
    Use crunch if you aren't already.
     
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