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non mip mapped tiling performance question

Discussion in 'General Graphics' started by o1o101, Sep 2, 2019.

  1. o1o101

    o1o101

    Joined:
    Jan 19, 2014
    Posts:
    639
    Hi guys,

    I am wondering if there is any significant performance implications by using a small detail texture, eg. 128*128, without mipmaps, but tiled across a large terrain, this really helps distant detail in my game.

    I am targeting mobile platforms, so far from my testing/profiling it seems fine, but I am just wondering if this is bad practice or not.
     
  2. xVergilx

    xVergilx

    Joined:
    Dec 22, 2014
    Posts:
    3,296
    If its such small texture - it doesn't really matter I think. On a larger texture it will probably have some rendering overhead.

    I'm using similar approach but on PC. On a really large scale terrain (1.5x1.5km) disabled mipmap of 1024x1024 consumes about ~0.5ms of rendering thread on GTX1050TI. (No culling, everything rendered)

    It really depends on the hardware and the texture size. So profile it. If its fine - leave it be.
     
    o1o101 likes this.
  3. o1o101

    o1o101

    Joined:
    Jan 19, 2014
    Posts:
    639
    Cheers, thanks for the info! My main concern was if there was something under the hood that caused some bizarre issues or something.