You need to use Alpha Coverage setting for mipmaps so that the details remain in the distance. For Gimp, this is as simple as ticking the Preserve Alpha Test Coverage option and setting an appropriate alpha test threshold.
I did try a bunch of different alpha coverage settings, but settled on a pretty small boost since setting it higher makes the branches and grass get way too thick in the distance, and I felt it looked worse than just having the branches get a bit invisible. My point with the details was more about non-mipmapped textures having way higher resolution in the distance, so you can kind of have branches thinner than a pixel on screen. Compare the branches in image 3 and 4, I don't think you can get the kind of detail 4 has with a mipmapped texture in FO4. Not saying the settings I've chosen are perfect, just the best I could come up with.
Where do you find that option? I'm thinking maybe my version of gimp doesn't seem to have it as I can't find it and my textures with mipmaps will go all pixelated and unpleasant on some angles/distances
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My point with the details was more about non-mipmapped textures having way higher resolution in the distance, so you can kind of have branches thinner than a pixel on screen. Compare the branches in image 3 and 4, I don't think you can get the kind of detail 4 has with a mipmapped texture in FO4.
Not saying the settings I've chosen are perfect, just the best I could come up with.