Thanks for the Daedroth tooth and the fiber. They look very good now! By any chance, do you know if this item is supposed to look like this? I mean... I like the 70's style! But I'm wondering.
You're right - my old Potions and Poisons Retexture was the culprit. It changes the frostbite venom's model. Now that I know, I think I'll still keep it - I can't part with the thick glass bottles, they are just too cool.
a big texture at long range has too much details for a proper render at long range, the gpu wont know which pixels to draw when the size of the texture is cropped down to a very small size. It shimmers, pixels look like they are dancing, it's ugly in motion, it's grainy.
to counter this, the standard for a texture in DDS format is to add cropped versions of the texture for different ranges. And the Engine selects at which range each cropped version is used. This is called mipmaps. It's done automatically by most basic tools when the options are enabled. (for "normal users", paint.net does it, cathedral optimizer too)
A side effect of this, it saves an enormous amount of memory bandwith for the gpu because it operates with "smaller" pictures instead of the full ones. When you move the camera closer to the texture/object, it progressively uses smaller mipmaps then bigger mipmaps then the full sized texture.
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mnl5kB9.png
9jKBihi.png (539×481) (imgur.com)
By any chance, do you know if this item is supposed to look like this? I mean... I like the 70's style! But I'm wondering.
Thanks!
reminder for ppls: generate mipmap for the CC content with cathedral optimizer. Most of them arent there, which destroy performance
bugthesda doesnt give a fuk.
Pro answer, https://en.wikipedia.org/wiki/Mipmap?
kind answer,
a big texture at long range has too much details for a proper render at long range, the gpu wont know which pixels to draw when the size of the texture is cropped down to a very small size. It shimmers, pixels look like they are dancing, it's ugly in motion, it's grainy.
to counter this, the standard for a texture in DDS format is to add cropped versions of the texture for different ranges. And the Engine selects at which range each cropped version is used. This is called mipmaps. It's done automatically by most basic tools when the options are enabled. (for "normal users", paint.net does it, cathedral optimizer too)
A side effect of this, it saves an enormous amount of memory bandwith for the gpu because it operates with "smaller" pictures instead of the full ones. When you move the camera closer to the texture/object, it progressively uses smaller mipmaps then bigger mipmaps then the full sized texture.