in mcxbla blocks far away look horrible and pixely, especially gravel, cobble, netherrack etc... this is because of bad mipmapping.
i'd upload an image as an example but the facebook uploads get scaled down and saves as jpeg's
mipmapping is a 3d technique where 3d models rendered in the distance have their textures switched with a lower resolution so they render quicker
here's a couple images to help explain
you may note that the smaller versions look 'blurry', this is because the have been 'resampled' and it makes the graphics further away look smoother. (LOD stand for "level of detail")
this illustrates the use of mipmapping in an older game
now I opened the xbox version and extracted the texture assets and found the manually created mipmap's, and they have not been resampled. They look 'pixely' and explain the first sentence of this topic.
these are the mipmap's
the first being the original texture from 1.6.6 (25x256) the second being half the size (128x128) and the last being (64x64) and they look horribly pixelated.
I would like better mipmap's for a following version of xbox minecraft, ones that have been resampled so the game looks better.
I also half expect the last image to be removed by 4Jstudios for asset sharing, I hope they don't as the assets above are merely the pc version textures copied and scaled for the xbox version
Would be nice but I think I would rather suffer some mipmapping as the game tends to overload my ram too often... Also I think the redstone circutry is limited in this version due to ram capabilities.. (Not sure but I believe)
So make them - you obviously know how to pull the textures out and reinsert them if you've gotten this far.
Did you just learn about mipmapping or something? Not really sure why else you would post such an in-depth explanation with sources from other websites and stuff otherwise....
Maybe next you'll make posts for MSAA and anisotropic filtering?
The game was made like that to help it maintain it's constant 60fps. The further you are from objects, the blurrier they get. The closer you get, the clearer they become. It allows the game to not put too much stress on the 360 by having a single texture size the entire time.
The game was made like that to help it maintain it's constant 60fps. The further you are from objects, the blurrier they get. The closer you get, the clearer they become. It allows the game to not put too much stress on the 360 by having a single texture size the entire time.
I'm not sure you're understanding what he's asking for. He's not asking to get mipmapping adding, he's asking that the quality of the mipmaps themselves be changed.
Mipmap quality is not really relevant to performance. Mipmapping is generally not relevant to performance at all - it's a quality thing only.
you do realise that graphics quality can also affect performance right?
Why would you ask this?
Let me make this over simplified for you.
Mipmapping is a technique for loading different textures for items far away from the viewer. Your hardware stores these textures in video RAM that is very fast and loaded very rarely. They take up nearly no space since they're low resolution images meant to be used at a distance. MineCraft already does this. With the feature disabled, you wouldn't receive any notable performance. Go try enabling/disabling mipmapping in other games - you'll find out you don't get a boost in FPS.
Improving the quality (that is, the actual quality of the texture - that is, to be even simpler, "drawing them better") of the mipmaps would have absolutely no performance impact. Increasing the bit depth of the images *might* barely reduce performance, depending on the title.
You do realize that the visual quality of a texture that's at the same color depth being exchanged with another has nothing to do with performance, right? It's a bit like saying you get a magic performance increase when you look at wood blocks instead of at stone blocks - the only difference is the texture.
i'd upload an image as an example but the facebook uploads get scaled down and saves as jpeg's
mipmapping is a 3d technique where 3d models rendered in the distance have their textures switched with a lower resolution so they render quicker
here's a couple images to help explain
you may note that the smaller versions look 'blurry', this is because the have been 'resampled' and it makes the graphics further away look smoother. (LOD stand for "level of detail")
this illustrates the use of mipmapping in an older game
now I opened the xbox version and extracted the texture assets and found the manually created mipmap's, and they have not been resampled. They look 'pixely' and explain the first sentence of this topic.
these are the mipmap's
the first being the original texture from 1.6.6 (25x256) the second being half the size (128x128) and the last being (64x64) and they look horribly pixelated.
I would like better mipmap's for a following version of xbox minecraft, ones that have been resampled so the game looks better.
I also half expect the last image to be removed by 4Jstudios for asset sharing, I hope they don't as the assets above are merely the pc version textures copied and scaled for the xbox version
P.S. is that Brothers in Arms?
If it dies it will be your fault... SO CLICK IT!
Did you just learn about mipmapping or something? Not really sure why else you would post such an in-depth explanation with sources from other websites and stuff otherwise....
Maybe next you'll make posts for MSAA and anisotropic filtering?
I'm not sure you're understanding what he's asking for. He's not asking to get mipmapping adding, he's asking that the quality of the mipmaps themselves be changed.
Mipmap quality is not really relevant to performance. Mipmapping is generally not relevant to performance at all - it's a quality thing only.
Why would you ask this?
Let me make this over simplified for you.
Mipmapping is a technique for loading different textures for items far away from the viewer. Your hardware stores these textures in video RAM that is very fast and loaded very rarely. They take up nearly no space since they're low resolution images meant to be used at a distance. MineCraft already does this. With the feature disabled, you wouldn't receive any notable performance. Go try enabling/disabling mipmapping in other games - you'll find out you don't get a boost in FPS.
Improving the quality (that is, the actual quality of the texture - that is, to be even simpler, "drawing them better") of the mipmaps would have absolutely no performance impact. Increasing the bit depth of the images *might* barely reduce performance, depending on the title.
You do realize that the visual quality of a texture that's at the same color depth being exchanged with another has nothing to do with performance, right? It's a bit like saying you get a magic performance increase when you look at wood blocks instead of at stone blocks - the only difference is the texture.