I'd highly recommend watching this on a PC or big screen in HD if you can. The comparisons are hard to see if you're viewing on a mobile device, even in HD. The train track texture is actually from an older version of ROSA. ROSA Project Evolved actually contains a much nicer texture, thanks to Junior for pointing it out! ----- Socials: Instagram - instagram.com/_tjgm_/ TikTok - www.tiktok.com/@tjgm_? Twitter - twitter.com/TJGM_ Join the official TJGM Community Discord server! Where you can discuss my videos, receive announcements, chat with me and discuss games. discord.gg/AsRsXzqT6s
@@s727rI could notice the difference, you have to watch in full screen, plus you’ll need to rewind when the two images switch, because you won’t be able to see the difference when paused.
Maybe that is true when using the original textures but in personal experience when using 512x512 textures the game lags a lot and the famous microlags appear. I consider mipmapping as anti-aliasing and as any setting that smoothes images produces fps losses, like antialiasing natuve. What I have noticed is that using mipmaps textures but without activating the option makes the game run faster because the levels create a better pre-render. Personally, I tried mipmapping with Vice City and even having largeadress and the stream memory at 2048 with textures of 1024, the game ends up crashing, I guess that's why the original SA only has mipmapping on some textures and not all of them.
@@jhonnyn5748Anti-aliasing is a post processing effect. Mip mapping is a preprocessing effect. It does impact performance because you need to load more textures when loading things, but it does not cause any performance cost during rendering and should actually reduce work on the gpu
@@fearedjames Well, I say this from personal experience, mipmapping requires more ram memory, which ends up overloading the game and ending up crashing due to a ram memory leak. From personal experience, mipmapping gives very good results but the fps drop is considerable, especially in textures of 512 and above. Maybe with the original textures it doesn't cause problems but with HD textures it is too noticeable and it's not because of my PC either because without mipmappings the game runs normally at 60 fps with 1024 textures but with mipmapping it causes ram wear maybe it's because of my high fps but that shows that it does have a cost in performance. and I'm not saying that it is antialiasing but any technique that smoothes images will always have a higher cost in performance.
Impressive to see this is a Playstation 2 game , and they used custom autogenerated mipmaps specifically for the console , they really tailored the Rendereware engine to they favor, an open world game of that scale running directly from the disc to the measly 32mb PS2 RAM
It’s a texture mod for this game. GTA on the PlayStation 2 doesn’t use mipmapping. This mod can be applied to ps2 emulators running GTA. Although the hardware has support for mipmapping, there were few games that utilized it.
Even as someone who knows what mipmapping does, this was a very interesting watch! Mipmapping also makes the games some fraction easier to run as the game doesn't have to load the highest resolution image for far away objects.
I am writing some manual "mip mapping" code. But I am a self-taught graphics programmer and I had never heard the term "Texture Crush" before. Definitely adding that to my vocabulary.
Part of it comes down to supersampling/averaging. In a conventional image, every pixel is essentially a mix of everything in that image that would occupy that space if you imagine the pixels as a tiny grid of boxes. Every photoreceptor in your eye is gonna show you an average of all the different bits of light hitting it, the same with a camera sensor. But with realtime 3D, it's like its shooting out an infinitely thin ray and whatever it hits gets displayed. So a pixel that you'd think should be half blue sky and half green leaf is gonna be one or the other. Creating hard edges, and a lot of flicker. That's why supersampling (i.e. MSAA) was a popular form of anti-aliasing. Just make each final pixel an average of a larger group of pixels. Somewhat effective, but very slow. If you just created a mipmap by downscaling the texture with the most basic nearest-neighbour texture sampling you'd still have tons of aliasing, because those low resolution textures would be aliased too. But instead it's downscaled with something like bilinear or bicubic sampling that is turning 4 pixels into 1 by averaging their values, creating that smoothness. So effectively mipmapping is eliminating the need to do supersampling across the whole final image, by pre-emptively applying averaging to the textures. If you really wanted to, you could do the same by keeping textures the same resolution and just blurring them because it's the act of averaging out pixels that is creating that smoothness.
I know what Mip Mapping is but this video is more informative for people who do not know what Mip Mapping is and want to know about it. This video contains all the information about Mip Mapping and the audio is very clear and the technique of persuasion is very nice. appreciate it 👍🏻
Hey man! Please make a video on MIXSETS. It is one of the most important mods made for GTA Trilogy Classic especially for GTA SA. BTW love your videos.
I have previously noticed this effect when you play a high resolution video on a small screen such as a phone. Native resolution always looks smoother. Another nice video 👍
enabling mipmapping reduces the amount of vram used, because the game is processing smaller versions of far away textures instead of the original. its also not much of an issue for most modern systems, because the real issue lies with the fact that gta sa is a 32-bit program and cant utilize more than 4gb of ram because of it. trying to go over that limit will cause the game to crash
@@wholesome1844crucifier enabling mipmapping will always increase your vram usage, since your graphics card has to literally store all the lower resolution version of that texture. do that with thousands of textures and your vram usage will increase.
@@wholesome1844crucifier Mipmapping does not reduce VRAM usage. The GPU has to store the original texture on top of the mipmap copies in memory, so it does increase VRAM usage by a bit.
@@ShmeeGrim if it worked like that, mipmaps wouldnt be improving the game's performance. the only real downside is that it takes additional hdd or ssd space. much like with lod, the original textures are only loaded in when you get close enough
Thanks for the interesting video! I didn't know that mipmapping works on literally the same principle as the Lod system. There is an option to adjust mipmapping in cs 1.6 too, I thought all it did was smooth out textures so they didn't look so pixelated
What i find to be the most hilarious little setting in the PC port of GTA SA, it's how weirdly heavy its Anti-Aliasing implementation is still to this day... Even the awful GTA IV PC port didn't have such an advanced tech.
This video explained the concept very well, but there is one thing though, you forgot to talk about the performance impact. I never bothered to look into it, and so I thought I'd find it here. I'm pretty sure it is negligible, correct me if I'm wrong.
Aside from requiring more memory usage, mipmaps actually increase the performance in nearly all cases. That's because mipmaps allow the GPU to load much less data from textures and allow it to utilize the cache better, which are very critical in order to not stall the GPU waiting for memory.
For an exact figure, mipmaps will generally increase memory/storage usage by around a third, depending on how many levels are generated and/or kept loaded in memory.
Call me insane but I actually prefer mipmapping disabled, there's a certain charm to the shimmering textures. Soul, if you will. Mipmapping removes soul.
Yeah, getting rid of mip maps is a great way to get shimmering on glittering/sand textures without actual microfacet simulation. But it depends on the desired art style. But still most textures should have mip maps enabled.
Could this be that at 8k render resolution you shouldnt need mipmaps? At that res i imagine you wouldnt need to downscale textures even at great distance
It's always good to have them because there is always a situation where you need em. You would still get Aliasing fairly easily on high resolutions too.
Nope, it will always be needed, even at a 8k screen, there will be huge textures squished in distant objects. Actually you might even see more of the issue because more distant/small objects will be grabbed by the raster
short answer is : mipmapping creates temporary versions of any texture with multiple different resolutions the further a texture is showing, the lower it's resolution sample is !
What if we turn off mipmaps but also use Anisotropic Filtering 16x? I like the extra sharpness of the textures, but not the aliasing. Maybe AF can fix that, and a bit of ReShade TAA+FXAA+CAS. P.S I also noticed that the mipmaps can never be turned off using the game settings, When I was much younger, I kept checking multiple times for maybe hours trying to find the difference between on and off lol.
Anisotropic filtering is basically an evolution of the same idea as mipmapping. Specifically, it takes into account textures being rendered on a surface that is not perpendicular to the view and that are being distorted by perspective
I can't stop looking at the way the gravel of the train track texture was extended. It's not that hard to copy a part of the texture other than the area right next to it
i mean, the noise makes it kinda realistic at certain point a think less of the original would be great because theres too much, but in the mods theres 0
Recommended video and I like it but the problem is mipmap thing is disabled in my game and I’ll have to find ways to enable it Btw, can you tell me why shadows of objects doesn’t appear in my game even though I tried some mods too but didn’t work for me any idea how to solve it? Any help would be appreciated :)
If you were to display the game on a screen with such a high resolution, that even in the most zoomed out view, the screen area occupied by the high res texture contains enough pixels to show everyone of the 1 million+ pixels of the texture, would this eliminate or combat the need for mip maps?
Does mip mapping only apply to the location of the player, or does it apply to the camera? For example, if you are looking at that train track from the sky, the resolution will be lower. But what if you zoom into that train track with a sniper rifle? Will the resolution still be low, as the player is far away? Or will the texture pixel quality increase the further you zoom in with the weapon?
Selection of mipmaps is done by the GPU via shaders, not by the CPU with the game's code, so unless the highest mips are unloaded by streaming, the mip selection will always be accurate and will account for both projection and rendering resolution.
When I was a kid I tried to get all cars to have that glittery/metallic paint effect and it always came out looking like a galaxy. I grew up on Intel integrated cards and never had the privilege of enabling Mip Mapping. It would have possibly fixed my problem. I was inspired and using the same texture from GTA IV. It amazed me how the cars had that much detail. GTA V is slacking and I feel like it’s something VI might miss out on too. I mean was 2008 era the era of best graphics possible? Sonic Unleashed is still obsessed over how Pixar it looked. Games we’re being built to challenge the graphics of now and they hold the test of time
As said in the video, when you zoom far away, many pixels from the texture need to fit into one pixel on your screen, and the actual cause of aliasing is that usually we just take a single sample per screen pixel, usually in the middle of the pixel, we look what color is at that point in the texture and that becomes the color of the pixel. We are ignoring all the other pixels in the texture that are also in the area of that screen pixel and only picking one of them, thus causing noise. What we would actually need to do is take multiple samples and take the average of them and make that the color of the screen pixel, but that is usually too expensive to do in real time because we are essentially rendering more pixels as if we were at a higher resolution (multi sample anti aliasing (MSAA) does do this but only for the edges of objects, not all pixels). The reason that mip maps help is because essentially they have already done this downsampling step, taking multiple samples from the high resolution version and averaging them to get one pixel in the lower resolution version, so this is precomputed and doesn't have to be done in realtime. So unintuitively, rendering lower resolution textures at higher distances can not only improve performance, but actually image quality too, and that's what mip maps are for, they are precomputed lower resolution versions of the textures that are stored in RAM along with the high resolution texture itself.
Actually, i think i have a Good reason to set it to off, Now that DOES have to do with My computer specifically But it's a good reason for me. My GPU Is Broken. And my computer crashes from time to time Especially in games that load textures and stuff all the time And from what i see Mip-Mapping Does more of that.
Mipmapping does not load textures all the time. That would overwork the shit out of the HDD/SSD and be insanely slow. The GPU loads all the textures and mipmaps, and dynamically uses the most optimal one during each render pass. It never needs to load or unload anything.
Didn't you make a pack with all San Andreas Textures Mipmapped? IIRC Rockstar forgot to mipmap some of them in the texture and it looks pretty terrible. Especially on the PS2 version.
After watching this video, I'm just a bit baffled that mipmapping decreases performance and doesn't increase it. How is that possible if it so significantly reduces the resource requirements of each texture? Is the on the fly replacement really that expensive?
Mipmapping does improve performance. Significantly so. On the fly texture swapping should algorithmically take zero extra cost because the renderer doesn't have to *swap* anything on a coding level.
Interesting and useful but somewhere in between is better. Some of these examples look way too soft and therefore cartoony in a bad way. the shimmering of MIPMap off is not ideal, but the sharp grittiness to some degree looks far more realistic than soft. Modern games are way over-softened and actually makes them look less photo realistic. The best example that comes to mind, though outdated is Crysis 1 vs Crysis 2. Crysis 2 in some ways looks better with improved rendering techniques, BUT Crysis 1 has more photo-realism to it because of the more real-world sharp look. #MakeGamesSharpAgain lol
Modern games have mipmapping, what you're seeing is a side effect of stochastic lighting techniques. Modern lighting techniques rely on random sampling to produce accurate results and there's only two ways to reduce the amount of visible noise produced by the random sampling: take more samples which hurts performance, or reuse past samples via either TAA or a dedicated reuse pass. The latter can let you increase your effective sample count by 10-100x while maintaining the same performance, meanwhile the former would take 10-100x the performance for the same increase in sample count, so games decided to go with the latter.
Studying this topic a little more I realized that mipmaps is a double-edged function. On the one hand, it is true that by activating this option you gain fps because the textures go from 512x512 to 1x1 when looking at distant objects, which improves performance but does so at the cost of using 33% more ram memory, so if you go Using mimaps on all textures exceeds the ram limit and causes a ram leak. that's why the original GTA SA only has some textures with mipmaps. So I advise all those who are going to use this option to do it only with some textures, the games can only use 4GB maximum and if we deduct 1GB for the Steam memory it gives us a significant loss of performance.
SA is perfectly capable of running with all of the textures using mipmaps, mods like ROSA already do. The vanilla game doesn't use mipmaps for all textures because most of the textures don't need mipmaps in the vanilla game. Using mipmaps doesn't cause the game to exceed the "ram limit" and it doesn't cause a "ram leak" either.
@@TJGM If you look closely at the definition of mipmaps, the buffer that each texture occupies is 33% more with mipmaps and this buffer is used from the ram memory so you will need more ram to move the game. I haven't tried it with normal textures but with HD textures the game may run fine at first but after a while the memory usage increases so much that the game simply stops loading textures due to a ram leak. And this simply happens because the game can only use 4gb of ram at most with largeadress. It is definitely a mistake to have mipmaps on all textures, although mipmaps decrease gpu usage by increasing fps all that performance is charged from ram, so my advice is to only use it only on some textures.
@@jhonnyn5748 It's a good advice for those that have weak PCs or don't know how to properly mod the graphics aspects of the game, for any other person your statement doesn't make any sense
Mipmapping and mesh shaders aren't related at all. Mipmapping has to do with textures, mesh shaders have to do with drawing geometry. Completely different.
@@McLeonVP In VRAM. Then you sample them in the pixel shader using coordinates computed either from data coming from vertices that are then interpolated for each pixel, or from custom math or data that doesn't use the vertices at all. Again, they're two completely different things. Maybe go look up how the graphics pipeline works and what parts of it are replaced with mesh shaders.
hi mate - whenever i play my modded game, it crashes at random instances - driving, or walking, or standing, or entering an interior. theres no warning. usually happens after playing for 30mins or so. i tried reinstalling, remodding and testing...i dont know what the problem is. any ideas?
for future reference, no one can help you with a modded setup if you dont explain what mods you use first. my guess would be that a mod you installed was designed for a different patch version of the game (theres 1.0, 1.01, 2.0 and 3.0)
explain to me why EVERY game drops down to 15 FPS on my AMD rig when MipMapping is enabled? GTA San Andreas? Phantasy Star Universe? Minecraft Java Edition? even fukken Cyberpunk 2077? I could run that on 122htz freesync on very high settings, but turning on mipmapping, the game drops to a slideshow on low setting with shadows off and forced FSR on ultra performance
it could be a bunch of different things. your cpu or data disk (hdd or ssd) might not be working as intended. maybe one or more of your gpu settings (like texture caching) is not set correctly
@@wholesome1844crucifier I hardly think so, I did try many of those in completely different hardware, some old laptops and a couples of dell computers a highschool would dispose of every year between completely different computers and games that share nothing with out each, I don't think the issue is in my end unless you all got a NASA supercomputer without realizing, I don't think EVERY computer I ever had games installed on would be so weak that a PS2 game would struggle to use mipmapping
I'd highly recommend watching this on a PC or big screen in HD if you can. The comparisons are hard to see if you're viewing on a mobile device, even in HD.
The train track texture is actually from an older version of ROSA. ROSA Project Evolved actually contains a much nicer texture, thanks to Junior for pointing it out!
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bro, if you have time then will you please make a tutorial video on GInput for San Andreas?? that'll be great
@@Roy3.16 I’d like to make a GInput video at some stage, but not sure when.
@@TJGM okay
Yeah I'm watching on my phone and can't see a difference 😂
@@s727rI could notice the difference, you have to watch in full screen, plus you’ll need to rewind when the two images switch, because you won’t be able to see the difference when paused.
Mipmapping actually gives you more FPS but it will use more memory (which is neglible in the case of GTA SA)
Maybe that is true when using the original textures but in personal experience when using 512x512 textures the game lags a lot and the famous microlags appear. I consider mipmapping as anti-aliasing and as any setting that smoothes images produces fps losses, like antialiasing natuve. What I have noticed is that using mipmaps textures but without activating the option makes the game run faster because the levels create a better pre-render. Personally, I tried mipmapping with Vice City and even having largeadress and the stream memory at 2048 with textures of 1024, the game ends up crashing, I guess that's why the original SA only has mipmapping on some textures and not all of them.
It uses more memory on a harddrive but saves texture bandwidth
@@jhonnyn5748Anti-aliasing is a post processing effect. Mip mapping is a preprocessing effect. It does impact performance because you need to load more textures when loading things, but it does not cause any performance cost during rendering and should actually reduce work on the gpu
@@fearedjames Well, I say this from personal experience, mipmapping requires more ram memory, which ends up overloading the game and ending up crashing due to a ram memory leak. From personal experience, mipmapping gives very good results but the fps drop is considerable, especially in textures of 512 and above. Maybe with the original textures it doesn't cause problems but with HD textures it is too noticeable and it's not because of my PC either because without mipmappings the game runs normally at 60 fps with 1024 textures but with mipmapping it causes ram wear maybe it's because of my high fps but that shows that it does have a cost in performance. and I'm not saying that it is antialiasing but any technique that smoothes images will always have a higher cost in performance.
On a laptop will mipmapping cause or reduce heat?
Impressive to see this is a Playstation 2 game , and they used custom autogenerated mipmaps specifically for the console , they really tailored the Rendereware engine to they favor, an open world game of that scale running directly from the disc to the measly 32mb PS2 RAM
They were true wizards, artisans of programming
It’s a texture mod for this game. GTA on the PlayStation 2 doesn’t use mipmapping. This mod can be applied to ps2 emulators running GTA. Although the hardware has support for mipmapping, there were few games that utilized it.
This train track texture isn't from RoSA, we would never use a texture like that in RoSA, we use the original source from Texturama.
Mentioned in the pinned comment, thanks for pointing out the mistake!
É lógico que se ia tá aqui
@@eduardouires1496 ele e o ronaldinho dos mods de gta
@@eduardouires1496 kk
o mito
Even as someone who knows what mipmapping does, this was a very interesting watch! Mipmapping also makes the games some fraction easier to run as the game doesn't have to load the highest resolution image for far away objects.
I am writing some manual "mip mapping" code. But I am a self-taught graphics programmer and I had never heard the term "Texture Crush" before. Definitely adding that to my vocabulary.
Part of it comes down to supersampling/averaging. In a conventional image, every pixel is essentially a mix of everything in that image that would occupy that space if you imagine the pixels as a tiny grid of boxes. Every photoreceptor in your eye is gonna show you an average of all the different bits of light hitting it, the same with a camera sensor. But with realtime 3D, it's like its shooting out an infinitely thin ray and whatever it hits gets displayed. So a pixel that you'd think should be half blue sky and half green leaf is gonna be one or the other. Creating hard edges, and a lot of flicker. That's why supersampling (i.e. MSAA) was a popular form of anti-aliasing. Just make each final pixel an average of a larger group of pixels. Somewhat effective, but very slow. If you just created a mipmap by downscaling the texture with the most basic nearest-neighbour texture sampling you'd still have tons of aliasing, because those low resolution textures would be aliased too. But instead it's downscaled with something like bilinear or bicubic sampling that is turning 4 pixels into 1 by averaging their values, creating that smoothness. So effectively mipmapping is eliminating the need to do supersampling across the whole final image, by pre-emptively applying averaging to the textures. If you really wanted to, you could do the same by keeping textures the same resolution and just blurring them because it's the act of averaging out pixels that is creating that smoothness.
I know what Mip Mapping is but this video is more informative for people who do not know what Mip Mapping is and want to know about it. This video contains all the information about Mip Mapping and the audio is very clear and the technique of persuasion is very nice.
appreciate it 👍🏻
A fun thing to do is edit each mip map texture to a different hue, then you get a colourful visual of which textures are being used at all times.
Playing San Andreas again because of your guide and the mods people have put together, those people are the best part of the Internet.
I don't know why but I like the crispy look of textures when mip mapping is disabled
Me too
Yes..looks like a sharpening filter i love it.
Me too
You're really good at explaining stuff.
Hey man! Please make a video on MIXSETS. It is one of the most important mods made for GTA Trilogy Classic especially for GTA SA. BTW love your videos.
In the futuurrreeee.
Thank you, glad you enjoy them!
Yes!
Thank God pls make a vid on mixsets
You explained me a MIP mapping better than my professor in my computer graphics lecture, pure king.
That railway zoom out explanation was excellent.
1:25
Disabling mipmaps steals Ryder's car!
Very informative, i hope you'll make same in-depth videos about other technologies
Me watching in 240p: 👍
😂
I have previously noticed this effect when you play a high resolution video on a small screen such as a phone. Native resolution always looks smoother. Another nice video 👍
Great video, I've always wondered what that option did!
Man, there goes 11 years+ of PC GTA experience without knowing about that... omg tysm. I'm now finally enlightened.
Note: Enabling Mipmaps will use more GPU RAM since so many textures have to be uploaded onto the GPU it will fill up your GPU RAM.
In short, it's GTA-SA and most textures and models are low poly so turn that shit off
enabling mipmapping reduces the amount of vram used, because the game is processing smaller versions of far away textures instead of the original. its also not much of an issue for most modern systems, because the real issue lies with the fact that gta sa is a 32-bit program and cant utilize more than 4gb of ram because of it. trying to go over that limit will cause the game to crash
@@wholesome1844crucifier enabling mipmapping will always increase your vram usage, since your graphics card has to literally store all the lower resolution version of that texture.
do that with thousands of textures and your vram usage will increase.
@@wholesome1844crucifier Mipmapping does not reduce VRAM usage. The GPU has to store the original texture on top of the mipmap copies in memory, so it does increase VRAM usage by a bit.
@@ShmeeGrim if it worked like that, mipmaps wouldnt be improving the game's performance. the only real downside is that it takes additional hdd or ssd space. much like with lod, the original textures are only loaded in when you get close enough
Thanks for the interesting video! I didn't know that mipmapping works on literally the same principle as the Lod system.
There is an option to adjust mipmapping in cs 1.6 too, I thought all it did was smooth out textures so they didn't look so pixelated
What i find to be the most hilarious little setting in the PC port of GTA SA, it's how weirdly heavy its Anti-Aliasing implementation is still to this day...
Even the awful GTA IV PC port didn't have such an advanced tech.
great video once again, i love your presentation style :)
Yes, the pixels are fighting. Thanks for the explanation 😂
Thanks for the video!
Thank you for your video
I just want to know what is mip mapping
Very useful 👍
Keep this great content.
You learn something every day, thanks and great vid!
Very informative..thanks for sharing
I first figured out what mipmaps were when replacing AC2 textures. Didn't know texture crushing was the name for it
This game is beautiful to this day.
What a intresting idea for a video instant ly subbing
so basically realtime resizing vs baked resizing
This video explained the concept very well, but there is one thing though, you forgot to talk about the performance impact. I never bothered to look into it, and so I thought I'd find it here. I'm pretty sure it is negligible, correct me if I'm wrong.
Yeah it's basically negligible on a modern PC.
@@TJGM Kind sir, would you let me donate a kiss to your forehead, your channel is just underrated.
Aside from requiring more memory usage, mipmaps actually increase the performance in nearly all cases. That's because mipmaps allow the GPU to load much less data from textures and allow it to utilize the cache better, which are very critical in order to not stall the GPU waiting for memory.
For an exact figure, mipmaps will generally increase memory/storage usage by around a third, depending on how many levels are generated and/or kept loaded in memory.
Great explanation thanks
Thank you Sir for This video
I'm squinting at the 360p footage on my phone screen as hard as I can to see the differences.
😅me too
Carl Mipmap Johnson
Excellent explanation, thank you
Awesome explanation!
This sounds like the LOD for models. The way it works.
It is the same idea but LODs are an optimisation feature implemented on the cpu and mipmaps are handled by the gpu at a hardware level.
You take the understanding of GTA SA to a scientific level. lol
thank you, nicely explained
Its so strange that something like Nanite for geometry took decades after invention of mip-mapping and virtual textures, why such a huge gap?
Great explanation.
perfect video
It's like LODs for textures. Got it.
Ima be real I love the aliased noisy look lmao
Call me insane but I actually prefer mipmapping disabled, there's a certain charm to the shimmering textures. Soul, if you will. Mipmapping removes soul.
Yeah, getting rid of mip maps is a great way to get shimmering on glittering/sand textures without actual microfacet simulation. But it depends on the desired art style.
But still most textures should have mip maps enabled.
Could this be that at 8k render resolution you shouldnt need mipmaps? At that res i imagine you wouldnt need to downscale textures even at great distance
It's always good to have them because there is always a situation where you need em. You would still get Aliasing fairly easily on high resolutions too.
Nope, it will always be needed, even at a 8k screen, there will be huge textures squished in distant objects. Actually you might even see more of the issue because more distant/small objects will be grabbed by the raster
short answer is : mipmapping creates temporary versions of any texture with multiple different resolutions
the further a texture is showing, the lower it's resolution sample is !
mipmaps are swapped in and out depending on the distance. they arent temporarily generated, theyre premade by whoever worked on the textures
@@wholesome1844crucifier It can be both
Yup, from up hoigh the soize of the texture is mooch smaller indeed.
What if we turn off mipmaps but also use Anisotropic Filtering 16x? I like the extra sharpness of the textures, but not the aliasing. Maybe AF can fix that, and a bit of ReShade TAA+FXAA+CAS.
P.S I also noticed that the mipmaps can never be turned off using the game settings, When I was much younger, I kept checking multiple times for maybe hours trying to find the difference between on and off lol.
Anisotropic filtering is basically an evolution of the same idea as mipmapping.
Specifically, it takes into account textures being rendered on a surface that is not perpendicular to the view and that are being distorted by perspective
Forgive me for having a hard time discerning noise in dirt texture… 😂
Mipmapping is all great and good... as long as there's a method to adjust anisotropic filtering.
I find difficult to like some implementations of mipmaps because of the lost sharpness and details
nice. next time: dds and dxt5
I can't stop looking at the way the gravel of the train track texture was extended. It's not that hard to copy a part of the texture other than the area right next to it
i mean, the noise makes it kinda realistic at certain point a think less of the original would be great because theres too much, but in the mods theres 0
Recommended video and I like it but the problem is mipmap thing is disabled in my game and I’ll have to find ways to enable it
Btw, can you tell me why shadows of objects doesn’t appear in my game even though I tried some mods too but didn’t work for me any idea how to solve it?
Any help would be appreciated :)
If you were to display the game on a screen with such a high resolution, that even in the most zoomed out view, the screen area occupied by the high res texture contains enough pixels to show everyone of the 1 million+ pixels of the texture, would this eliminate or combat the need for mip maps?
Does mip mapping only apply to the location of the player, or does it apply to the camera?
For example, if you are looking at that train track from the sky, the resolution will be lower. But what if you zoom into that train track with a sniper rifle? Will the resolution still be low, as the player is far away? Or will the texture pixel quality increase the further you zoom in with the weapon?
Selection of mipmaps is done by the GPU via shaders, not by the CPU with the game's code, so unless the highest mips are unloaded by streaming, the mip selection will always be accurate and will account for both projection and rendering resolution.
When I was a kid I tried to get all cars to have that glittery/metallic paint effect and it always came out looking like a galaxy.
I grew up on Intel integrated cards and never had the privilege of enabling Mip Mapping. It would have possibly fixed my problem.
I was inspired and using the same texture from GTA IV. It amazed me how the cars had that much detail. GTA V is slacking and I feel like it’s something VI might miss out on too. I mean was 2008 era the era of best graphics possible? Sonic Unleashed is still obsessed over how Pixar it looked. Games we’re being built to challenge the graphics of now and they hold the test of time
Muchas gracias vato que habla ingles :D
i like it minus the shimmering
As said in the video, when you zoom far away, many pixels from the texture need to fit into one pixel on your screen, and the actual cause of aliasing is that usually we just take a single sample per screen pixel, usually in the middle of the pixel, we look what color is at that point in the texture and that becomes the color of the pixel. We are ignoring all the other pixels in the texture that are also in the area of that screen pixel and only picking one of them, thus causing noise. What we would actually need to do is take multiple samples and take the average of them and make that the color of the screen pixel, but that is usually too expensive to do in real time because we are essentially rendering more pixels as if we were at a higher resolution (multi sample anti aliasing (MSAA) does do this but only for the edges of objects, not all pixels). The reason that mip maps help is because essentially they have already done this downsampling step, taking multiple samples from the high resolution version and averaging them to get one pixel in the lower resolution version, so this is precomputed and doesn't have to be done in realtime. So unintuitively, rendering lower resolution textures at higher distances can not only improve performance, but actually image quality too, and that's what mip maps are for, they are precomputed lower resolution versions of the textures that are stored in RAM along with the high resolution texture itself.
Hey bro, make a video on the 'Enhance Particle TXD' mod for GTA SA
bro canyou made a guide for mixsets ?
I thought mip mapping was the hands I put on pedestrians on the street
all textures in games should use mipmaps but a lot of games don't for some reason. making far away textures look really ugly and weird
basically lod for textures
Loving your Schwarzenegger accent
hahaha someone confusing an irish accent for Austrian is a new one, jesus christ.😂
i love how modern games dont have problems with texture crush but model crush making them look terrible Lmao
youtubes compression really ruins the point
I got the point while watching at 480p
3kliksphillip of gta
Content is heavily inspired by his stuff, so thank you. 😅
Actually, i think i have a Good reason to set it to off, Now that DOES have to do with My computer specifically But it's a good reason for me.
My GPU Is Broken. And my computer crashes from time to time Especially in games that load textures and stuff all the time And from what i see Mip-Mapping Does more of that.
Mipmapping does not load textures all the time. That would overwork the shit out of the HDD/SSD and be insanely slow.
The GPU loads all the textures and mipmaps, and dynamically uses the most optimal one during each render pass. It never needs to load or unload anything.
@@fearedjames Thanks for the Info
Didn't you make a pack with all San Andreas Textures Mipmapped? IIRC Rockstar forgot to mipmap some of them in the texture and it looks pretty terrible. Especially on the PS2 version.
I did. I believe it’s somewhere on MixMods.
@@TJGM I probably still have a copy in my PC...
After watching this video, I'm just a bit baffled that mipmapping decreases performance and doesn't increase it. How is that possible if it so significantly reduces the resource requirements of each texture? Is the on the fly replacement really that expensive?
Mipmapping does improve performance. Significantly so. On the fly texture swapping should algorithmically take zero extra cost because the renderer doesn't have to *swap* anything on a coding level.
@@fearedjames I may be confusing anisotropic filtering with mipmapping.
W vid thx for the explanations
It was 100% sure working somehow as I was getting crashes with mipmap on and no crashes with mipmap off.
Mip mapping is anti-aliasing long story short.
6:02 oh, tell that to people who play Half-Life man. Apparently mipmapping is "bad" for them.
So I'm literally watching a video about textures in GTA S.A. Yeah internet is really a f*cked up place.
damn i always just turned it off because i never saw a immediate noticeable sign
Interesting and useful but somewhere in between is better. Some of these examples look way too soft and therefore cartoony in a bad way. the shimmering of MIPMap off is not ideal, but the sharp grittiness to some degree looks far more realistic than soft. Modern games are way over-softened and actually makes them look less photo realistic. The best example that comes to mind, though outdated is Crysis 1 vs Crysis 2. Crysis 2 in some ways looks better with improved rendering techniques, BUT Crysis 1 has more photo-realism to it because of the more real-world sharp look. #MakeGamesSharpAgain lol
ur pfp looks like it needs mip mapping lol
When I disable TAA smoothing in modern games textures become noisy...Modern games have no mippmapping?
Modern games have mipmapping, what you're seeing is a side effect of stochastic lighting techniques. Modern lighting techniques rely on random sampling to produce accurate results and there's only two ways to reduce the amount of visible noise produced by the random sampling: take more samples which hurts performance, or reuse past samples via either TAA or a dedicated reuse pass. The latter can let you increase your effective sample count by 10-100x while maintaining the same performance, meanwhile the former would take 10-100x the performance for the same increase in sample count, so games decided to go with the latter.
So.. image gets sharper (when the option is *off*)?
:j
I only see a difference when moving
if mipmapping is disabled how can the computer process all those millions of pixels at 60fps?
Studying this topic a little more I realized that mipmaps is a double-edged function. On the one hand, it is true that by activating this option you gain fps because the textures go from 512x512 to 1x1 when looking at distant objects, which improves performance but does so at the cost of using 33% more ram memory, so if you go Using mimaps on all textures exceeds the ram limit and causes a ram leak. that's why the original GTA SA only has some textures with mipmaps. So I advise all those who are going to use this option to do it only with some textures, the games can only use 4GB maximum and if we deduct 1GB for the Steam memory it gives us a significant loss of performance.
SA is perfectly capable of running with all of the textures using mipmaps, mods like ROSA already do. The vanilla game doesn't use mipmaps for all textures because most of the textures don't need mipmaps in the vanilla game.
Using mipmaps doesn't cause the game to exceed the "ram limit" and it doesn't cause a "ram leak" either.
@@TJGM If you look closely at the definition of mipmaps, the buffer that each texture occupies is 33% more with mipmaps and this buffer is used from the ram memory so you will need more ram to move the game. I haven't tried it with normal textures but with HD textures the game may run fine at first but after a while the memory usage increases so much that the game simply stops loading textures due to a ram leak. And this simply happens because the game can only use 4gb of ram at most with largeadress. It is definitely a mistake to have mipmaps on all textures, although mipmaps decrease gpu usage by increasing fps all that performance is charged from ram, so my advice is to only use it only on some textures.
@@jhonnyn5748 It's a good advice for those that have weak PCs or don't know how to properly mod the graphics aspects of the game, for any other person your statement doesn't make any sense
mip map is the old mesh shaders.
Mipmapping and mesh shaders aren't related at all. Mipmapping has to do with textures, mesh shaders have to do with drawing geometry. Completely different.
@@jcm2606 and where do you put the textures?
@@McLeonVP In VRAM. Then you sample them in the pixel shader using coordinates computed either from data coming from vertices that are then interpolated for each pixel, or from custom math or data that doesn't use the vertices at all. Again, they're two completely different things. Maybe go look up how the graphics pipeline works and what parts of it are replaced with mesh shaders.
@@jcm2606 the texture are on the polygons
More polygons, more textures = better models
I only say is something similar
hi mate - whenever i play my modded game, it crashes at random instances - driving, or walking, or standing, or entering an interior. theres no warning. usually happens after playing for 30mins or so. i tried reinstalling, remodding and testing...i dont know what the problem is.
any ideas?
What mods do you use
for future reference, no one can help you with a modded setup if you dont explain what mods you use first. my guess would be that a mod you installed was designed for a different patch version of the game (theres 1.0, 1.01, 2.0 and 3.0)
1:26 why'd you blow up ryder's car?
explain to me why EVERY game drops down to 15 FPS on my AMD rig when MipMapping is enabled?
GTA San Andreas? Phantasy Star Universe? Minecraft Java Edition? even fukken Cyberpunk 2077?
I could run that on 122htz freesync on very high settings, but turning on mipmapping, the game drops to a slideshow on low setting with shadows off and forced FSR on ultra performance
it could be a bunch of different things. your cpu or data disk (hdd or ssd) might not be working as intended. maybe one or more of your gpu settings (like texture caching) is not set correctly
@@wholesome1844crucifier I hardly think so, I did try many of those in completely different hardware, some old laptops and a couples of dell computers a highschool would dispose of every year
between completely different computers and games that share nothing with out each, I don't think the issue is in my end
unless you all got a NASA supercomputer without realizing, I don't think EVERY computer I ever had games installed on would be so weak that a PS2 game would struggle to use mipmapping
Is it bad that i dont see a difference in the comparison shots 😅
awesome video
I love how nobody is actually playing the definitive edition trilogy or whatever rockstar named it