What do these settings do? Also, what effect do the different levels of each setting have? Please don't give me a definition; I need to know what they do in Minecraft 1.7.2. Thanks.
Mip mapping lowers the quality distant textures, typically reduces flickering and aliasing on the texture itself. The level determines how close it will blur textures compared to where you are. Anisotropic Filtering usually improves the quality of more distant textures, typically when seen at an angle, such as the ground.
You'd have to enlarge these to notice the differences better:
Mip mapping:
Anisotropic Filtering is the level of detail the textures have. The less the amount, the more pixelated textures will look around the image, the more amount, the more smooth/realistic it looks around the edges.
From what I understand mipmapping increases memory usage (disk space, I think) and actually will increase your fps slightly if you have render distance set higher.
See: http://en.wikipedia.org/wiki/Mipmap
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Since I started this post, I have been using level 4 mipmapping. I like it because my resource pack makes leaves look . . . jagged? . . . from a distance and mipmapping smooths it out. I see no difference between anisotropic filtering off and the highest setting. If anything, having it on cancels out the effect of mipmapping.
When I turn on Anisotropic Filtering, All the textures get blurred. Why is this happening? I've seen other people using AF in videos, and their textures look fine!
well I thought mip maps were the ones that you could fix into a sign and when you right click them they teleport you to that map
also there are 4 types of mipmap motion
how do you get the achievement things uuuuuuuh
what the hell is this piece of junk :-
[quote=oCrapaCreeper;/comments/8942322]
Mip mapping blurs distant textures. The level determines how close it will blur textures compared to where you are. I think anisotropic filtering just makes pixels less jagged.
You'd have to enlarge these to notice the differences better:
Mip mapping:
Without:
seriously how do you get those achievement things I cant find it at all'
What... ?
That's not how AF works at all and in fact I'm not even sure what you're trying to describe.
AF makes textures that you look at at an angle (basically anything except for the wall directly in front of you) sharper.
The way this kind of filtering (usually) can be set, from worst to best;
Bilinear
Trilinear
AFx2
x4
x8
x12
x16
It's something graphics card have been able to do for many years now, so they got quite effective at it. Usually there's no more than a drop in ~10% between highest and lowest settings, but the image quality improves immensly.
Anisotropic Filtering is the level of detail the textures have. The less the amount, the more pixelated textures will look around the image, the more amount, the more smooth/realistic it looks around the edges.
You're thinking of Antialiasing. AA makes edges smoother. AF has a similar function, but not the same. It affects things further away.
....So apparently most of the people who play minecraft don't play any other games and have no idea how 3D graphics processing works...
Basically, it's like this:
"Normally", textures are plastered onto the sides of polygons directly. This presents a problem though: because of perspective, far objects are drawn smaller than near ones obviously, but at some point the object is smaller (represented by fewer pixels on screen) than the texture it's using. Something has to give in order to fit the texture into the screen space allowed, so without any other filtering options your graphics card just drops every Nth pixel from the texture and calls it a day. The result is that when looking at textures with high-frequency detail you get a lot of visual artifacts like moire and shimmering.
Mipmapping attempts to solve this by making a copies of each texture and then resampling them to a lower resolution. Resampling is sorta vaguely related to, but NOT the same thing as blurring. With a new texture with fewer pixels in it, your card doesn't have to drop as many to get it to fit, and the result looks smoother. However with only two versions of the texture you might see a noticeable 'pop' when your card switches between one and the other, so putting the mipmap slider higher lets the algorithm generate more copies at different resolutions to make the transitions more gradual. As far as framerate goes: handling lots of high-res textures onscreen at once can be hard on some video cards, so dropping the resolution of a bunch of them can help.... but on the flip side, creating multiple copies of the textures uses more video ram. For most modern cards you won't really be able to tell much a difference FPS-wise with sane settings, but older cards might be better one way or the other.
However, mipmapping alone is not a golden bullet. If you're looking at a surface at a really shallow angle (ie; right down the side of a long wall, or low across a flat floor), the card will need to drop a lot more pixels across one dimension than the other. Mipmapping has no idea how or where a texture will be used so it just resamples evenly in both dimensions, resulting in really obvious detail loss in this case. Anisotropic filtering is an extension to mipmapping that creates a whole bunch of unevenly scaled copies of the original texture, so your card can pick something that better fits the space available. Keeping track of and transferring all these extra copies around is really hard on your card's video ram and memory bandwidth though, so turning this on (especially high levels) tends to noticeably affect your framerate. All modern cards have dedicated circuitry specifically to handle anisotropic filtering though, and newer cards will be better at it, so again YMMV.
Mip mapping blurs distant textures. The level determines how close it will blur textures compared to where you are. I think anisotropic filtering just makes pixels less jagged.
You'd have to enlarge these to notice the differences better:
Mip mapping:
Without:
On the one with the mipmapping you can see the difference in the far left side that you can't see through the trees and the one without you can see through the trees.
This is probably why the FPS is higher with mipmapping on high.
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For a while, the textures on distant blocks looked 'disconnected', and blue lines outlining each block. For some reason, when I turned up Anisopteric Filtering, they went back to normal. But isn't this what mipmapping is meant to do? I'm kind of confused
About the mipmap impact, without technical explanations :
• When you turn mipmaps OFF, and you don't move, it's better looking (in my opinion) if you want to take a nice screenshot.
But what you are losing is when you are moving : the far-off blocks look jaggy.
• If you're moving a lot and you don't like jaggy stuff, turn your mipmap level to 4. That's good if -for example- you plan to make a video, or you want "to travel".
Concretly it's more understandable/noticeable when you are in movement.
I normally have a bit of a distaste for mip-mapping in Minecraft and never used it, although I will admit, it does help reduce the aliasing, with distant leaves especially. Also, on my laptop with a lower resolution, it seems to look okay-ish at the lowest level. Otherwise, I think the blur is too aggressive, even at the first level, even though it makes sense not to have blocks so far away have so much detail which just adds noise. I otherwise dislike the feature, and have been using anti-aliasing all along anyway. It's more performance demanding, but gives you the best of both. I can hardly stand to go without it given the choice. I was so frustrated with 1.7 when it broke it until the workaround was found.
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Mip mapping lowers the quality distant textures, typically reduces flickering and aliasing on the texture itself. The level determines how close it will blur textures compared to where you are. Anisotropic Filtering usually improves the quality of more distant textures, typically when seen at an angle, such as the ground.
You'd have to enlarge these to notice the differences better:
Mip mapping:
Without:
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[center][url="http://www.minecraftforum.net/topic/826256-m-tcg-minecraft-trading-card-game-expansion-1-testers-needed/"][img]http://i43.tinypic.com/4qfkm0.png[/img]
See: http://en.wikipedia.org/wiki/Mipmap
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
The latest release of Amidst, version 4.6 can be found here:
https://github.com/toolbox4minecraft/amidst/releases
You should probably also read this:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/2970854-amidst-map-explorer-for-minecraft-1-14
You can find me on the Minecraft Forums Discord server.
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also there are 4 types of mipmap motion how do you get the achievement things uuuuuuuh
seriously how do you get those achievement things I cant find it at all'
YOU SAID IT SISTA
Anisotropic filtering employs a type of mipmap that makes textures viewed at steep angles look better.
Say here: http://strawpoll.me/1757409
Basically, it's like this:
"Normally", textures are plastered onto the sides of polygons directly. This presents a problem though: because of perspective, far objects are drawn smaller than near ones obviously, but at some point the object is smaller (represented by fewer pixels on screen) than the texture it's using. Something has to give in order to fit the texture into the screen space allowed, so without any other filtering options your graphics card just drops every Nth pixel from the texture and calls it a day. The result is that when looking at textures with high-frequency detail you get a lot of visual artifacts like moire and shimmering.
Mipmapping attempts to solve this by making a copies of each texture and then resampling them to a lower resolution. Resampling is sorta vaguely related to, but NOT the same thing as blurring. With a new texture with fewer pixels in it, your card doesn't have to drop as many to get it to fit, and the result looks smoother. However with only two versions of the texture you might see a noticeable 'pop' when your card switches between one and the other, so putting the mipmap slider higher lets the algorithm generate more copies at different resolutions to make the transitions more gradual. As far as framerate goes: handling lots of high-res textures onscreen at once can be hard on some video cards, so dropping the resolution of a bunch of them can help.... but on the flip side, creating multiple copies of the textures uses more video ram. For most modern cards you won't really be able to tell much a difference FPS-wise with sane settings, but older cards might be better one way or the other.
However, mipmapping alone is not a golden bullet. If you're looking at a surface at a really shallow angle (ie; right down the side of a long wall, or low across a flat floor), the card will need to drop a lot more pixels across one dimension than the other. Mipmapping has no idea how or where a texture will be used so it just resamples evenly in both dimensions, resulting in really obvious detail loss in this case. Anisotropic filtering is an extension to mipmapping that creates a whole bunch of unevenly scaled copies of the original texture, so your card can pick something that better fits the space available. Keeping track of and transferring all these extra copies around is really hard on your card's video ram and memory bandwidth though, so turning this on (especially high levels) tends to noticeably affect your framerate. All modern cards have dedicated circuitry specifically to handle anisotropic filtering though, and newer cards will be better at it, so again YMMV.
On the one with the mipmapping you can see the difference in the far left side that you can't see through the trees and the one without you can see through the trees.
This is probably why the FPS is higher with mipmapping on high.
I could go forever. You like cheeseburgers? I like cheese burgers. You like Starcraft and/or Warcraft? I hate Starcraft and/or Warcraft.
IF YOU READ THIS ENTIRE THING I CALL YOU AWESOME! And if you are on a mobile device read this ✌
I normally have a bit of a distaste for mip-mapping in Minecraft and never used it, although I will admit, it does help reduce the aliasing, with distant leaves especially. Also, on my laptop with a lower resolution, it seems to look okay-ish at the lowest level. Otherwise, I think the blur is too aggressive, even at the first level, even though it makes sense not to have blocks so far away have so much detail which just adds noise. I otherwise dislike the feature, and have been using anti-aliasing all along anyway. It's more performance demanding, but gives you the best of both. I can hardly stand to go without it given the choice. I was so frustrated with 1.7 when it broke it until the workaround was found.
Thx
But... Not too much info on Anistrofic Filtering
Whatever...
Thx anyways
I really like the textures blurred, Thanks!