What is Mipmapping in San Andreas?

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  • เผยแพร่เมื่อ 1 ธ.ค. 2024

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  • @TJGM
    @TJGM  2 ปีที่แล้ว +277

    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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    • @SCSA3.16
      @SCSA3.16 2 ปีที่แล้ว +3

      bro, if you have time then will you please make a tutorial video on GInput for San Andreas?? that'll be great

    • @TJGM
      @TJGM  2 ปีที่แล้ว +4

      @@SCSA3.16 I’d like to make a GInput video at some stage, but not sure when.

    • @SCSA3.16
      @SCSA3.16 2 ปีที่แล้ว +1

      @@TJGM okay

    • @s727r
      @s727r ปีที่แล้ว +1

      Yeah I'm watching on my phone and can't see a difference 😂

    • @Scorpio19110
      @Scorpio19110 ปีที่แล้ว

      @@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.

  • @rtxa
    @rtxa ปีที่แล้ว +586

    Mipmapping actually gives you more FPS but it will use more memory (which is neglible in the case of GTA SA)

    • @jhonnyn5748
      @jhonnyn5748 ปีที่แล้ว +10

      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.

    • @AmstradExin
      @AmstradExin ปีที่แล้ว

      It uses more memory on a harddrive but saves texture bandwidth

    • @fearedjames
      @fearedjames ปีที่แล้ว +16

      ​@@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

    • @jhonnyn5748
      @jhonnyn5748 ปีที่แล้ว +1

      @@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.

    • @Eli_00001
      @Eli_00001 ปีที่แล้ว +2

      On a laptop will mipmapping cause or reduce heat?

  • @JuniorDjjrMixMods
    @JuniorDjjrMixMods 2 ปีที่แล้ว +755

    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.

    • @TJGM
      @TJGM  2 ปีที่แล้ว +242

      Mentioned in the pinned comment, thanks for pointing out the mistake!

    • @eduardouires1496
      @eduardouires1496 2 ปีที่แล้ว +21

      É lógico que se ia tá aqui

    • @joaolucassantosviegas3334
      @joaolucassantosviegas3334 2 ปีที่แล้ว +28

      @@eduardouires1496 ele e o ronaldinho dos mods de gta

    • @hannarazzo
      @hannarazzo ปีที่แล้ว

      @@eduardouires1496 kk

    • @RealStyxOnyx
      @RealStyxOnyx ปีที่แล้ว

      o mito

  • @Povilaz
    @Povilaz ปีที่แล้ว +58

    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.

  • @baguete02
    @baguete02 ปีที่แล้ว +70

    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

    • @YeOldeKamikaze
      @YeOldeKamikaze ปีที่แล้ว +24

      They were true wizards, artisans of programming

    • @emiel333
      @emiel333 3 หลายเดือนก่อน

      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.

  • @KANJICODER
    @KANJICODER ปีที่แล้ว +55

    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.

  • @GrandHighGamer
    @GrandHighGamer ปีที่แล้ว +82

    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.

  • @_SA09
    @_SA09 2 ปีที่แล้ว +131

    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 👍🏻

  • @Christian-ve1wi
    @Christian-ve1wi ปีที่แล้ว +7

    Playing San Andreas again because of your guide and the mods people have put together, those people are the best part of the Internet.

  • @WJINTL
    @WJINTL ปีที่แล้ว +14

    You're really good at explaining stuff.

  • @HelpTheWretched
    @HelpTheWretched ปีที่แล้ว +28

    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.

  • @flametornado491
    @flametornado491 2 ปีที่แล้ว +58

    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.

    • @TJGM
      @TJGM  2 ปีที่แล้ว +17

      In the futuurrreeee.
      Thank you, glad you enjoy them!

    • @anass3373
      @anass3373 2 ปีที่แล้ว

      Yes!

    • @charansinghbajwa2606
      @charansinghbajwa2606 2 ปีที่แล้ว +1

      Thank God pls make a vid on mixsets

  • @kurosudo8762
    @kurosudo8762 5 หลายเดือนก่อน +2

    You explained me a MIP mapping better than my professor in my computer graphics lecture, pure king.

  • @titan-v654
    @titan-v654 ปีที่แล้ว +23

    Me watching in 240p: 👍

    • @TJGM
      @TJGM  ปีที่แล้ว

      😂

  • @c.a4942
    @c.a4942 ปีที่แล้ว +25

    I don't know why but I like the crispy look of textures when mip mapping is disabled

    • @pesvids6673
      @pesvids6673 ปีที่แล้ว +6

      Me too

    • @-r-3542
      @-r-3542 ปีที่แล้ว +9

      Yes..looks like a sharpening filter i love it.

    • @erni1400
      @erni1400 3 หลายเดือนก่อน

      Me too

    • @DrkTrx
      @DrkTrx หลายเดือนก่อน +1

      With 1080p and up don't look so bad, but before with resolutions of 640x480 or 800x600 looks like shit

  • @seriousnorbo3838
    @seriousnorbo3838 ปีที่แล้ว +4

    1:25
    Disabling mipmaps steals Ryder's car!

  • @rodrigofreitas3288
    @rodrigofreitas3288 5 หลายเดือนก่อน

    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 👍

  • @aussieknuckles
    @aussieknuckles ปีที่แล้ว +3

    That railway zoom out explanation was excellent.

  • @segsfault
    @segsfault ปีที่แล้ว +34

    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.

    • @chibisayori20
      @chibisayori20 ปีที่แล้ว +3

      In short, it's GTA-SA and most textures and models are low poly so turn that shit off

    • @wholesome1844crucifier
      @wholesome1844crucifier ปีที่แล้ว +13

      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

    • @segsfault
      @segsfault ปีที่แล้ว

      @@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.

    • @ShmeeGrim
      @ShmeeGrim ปีที่แล้ว +4

      @@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.

    • @wholesome1844crucifier
      @wholesome1844crucifier ปีที่แล้ว +1

      @@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

  • @ult1matum
    @ult1matum 2 ปีที่แล้ว +7

    Very informative, i hope you'll make same in-depth videos about other technologies

  • @dlbutters7164
    @dlbutters7164 ปีที่แล้ว +3

    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.

  • @JustAGiraffe
    @JustAGiraffe ปีที่แล้ว +1

    Great video, I've always wondered what that option did!

  • @Duda286
    @Duda286 ปีที่แล้ว +1

    Man, there goes 11 years+ of PC GTA experience without knowing about that... omg tysm. I'm now finally enlightened.

  • @MKR3238
    @MKR3238 2 ปีที่แล้ว +1

    great video once again, i love your presentation style :)

  • @fumikato
    @fumikato ปีที่แล้ว +2

    so basically realtime resizing vs baked resizing

  • @user-hx1cf4dh8b
    @user-hx1cf4dh8b ปีที่แล้ว +1

    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

  • @vladislavkaras491
    @vladislavkaras491 ปีที่แล้ว +1

    Thanks for the video!

  • @karthick6478
    @karthick6478 2 ปีที่แล้ว +5

    Thank you for your video
    I just want to know what is mip mapping
    Very useful 👍

  • @aussieknuckles
    @aussieknuckles ปีที่แล้ว +1

    Carl Mipmap Johnson

  • @BedrockBlock
    @BedrockBlock ปีที่แล้ว

    This game is beautiful to this day.

  • @D3vils_EyE
    @D3vils_EyE 2 ปีที่แล้ว

    What a intresting idea for a video instant ly subbing

  • @CineMan-pf2hj
    @CineMan-pf2hj 9 หลายเดือนก่อน +1

    Very informative..thanks for sharing

  • @GTAV-qd3sk
    @GTAV-qd3sk ปีที่แล้ว +1

    Thank you Sir for This video

  • @onceuponatimeonearth
    @onceuponatimeonearth 11 หลายเดือนก่อน

    Excellent explanation, thank you

  • @Flatlinero
    @Flatlinero 2 ปีที่แล้ว +1

    You learn something every day, thanks and great vid!

  • @samuraivader3814
    @samuraivader3814 ปีที่แล้ว

    I first figured out what mipmaps were when replacing AC2 textures. Didn't know texture crushing was the name for it

  • @DiegoDneo
    @DiegoDneo ปีที่แล้ว +1

    Keep this great content.

  • @gabrielmonticelli7924
    @gabrielmonticelli7924 ปีที่แล้ว

    Awesome explanation!

  • @UseroneGaming
    @UseroneGaming ปีที่แล้ว

    Forgive me for having a hard time discerning noise in dirt texture… 😂

  • @quinnw4398
    @quinnw4398 11 หลายเดือนก่อน +1

    Great explanation thanks

  • @mielkyyy
    @mielkyyy ปีที่แล้ว

    You take the understanding of GTA SA to a scientific level. lol

  • @sherwinashford
    @sherwinashford ปีที่แล้ว +3

    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.

    • @TJGM
      @TJGM  ปีที่แล้ว +3

      Yeah it's basically negligible on a modern PC.

    • @sherwinashford
      @sherwinashford ปีที่แล้ว +3

      @@TJGM Kind sir, would you let me donate a kiss to your forehead, your channel is just underrated.

    • @Kolyasisan
      @Kolyasisan ปีที่แล้ว +1

      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.

    • @jcm2606
      @jcm2606 ปีที่แล้ว

      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.

  • @Ps35176
    @Ps35176 ปีที่แล้ว +1

    I'm squinting at the 360p footage on my phone screen as hard as I can to see the differences.

    • @MR_ZERO230
      @MR_ZERO230 10 หลายเดือนก่อน

      😅me too

  • @Michael-it6gb
    @Michael-it6gb ปีที่แล้ว

    This sounds like the LOD for models. The way it works.

    • @fearedjames
      @fearedjames ปีที่แล้ว +3

      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.

  • @saran2.020
    @saran2.020 ปีที่แล้ว

    It's like LODs for textures. Got it.

  • @bash3997
    @bash3997 ปีที่แล้ว

    thank you, nicely explained

  • @OrlandoCoolridge
    @OrlandoCoolridge ปีที่แล้ว

    I thought mip mapping was the hands I put on pedestrians on the street

  • @SDRIFTERAbdlmounaim
    @SDRIFTERAbdlmounaim 2 ปีที่แล้ว +1

    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 !

    • @wholesome1844crucifier
      @wholesome1844crucifier ปีที่แล้ว +1

      mipmaps are swapped in and out depending on the distance. they arent temporarily generated, theyre premade by whoever worked on the textures

    • @YuriMomoiro
      @YuriMomoiro ปีที่แล้ว

      @@wholesome1844crucifier It can be both

  • @KissyKaede
    @KissyKaede ปีที่แล้ว

    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.

    • @YuriMomoiro
      @YuriMomoiro ปีที่แล้ว

      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.

  • @GTAHeavyImpact
    @GTAHeavyImpact ปีที่แล้ว

    Great explanation.

  • @svenrawandreloaded
    @svenrawandreloaded ปีที่แล้ว

    Ima be real I love the aliased noisy look lmao

  • @niks660097
    @niks660097 ปีที่แล้ว

    Its so strange that something like Nanite for geometry took decades after invention of mip-mapping and virtual textures, why such a huge gap?

  • @jvitorbr2
    @jvitorbr2 ปีที่แล้ว +1

    perfect video

  • @Paper_Foxx
    @Paper_Foxx ปีที่แล้ว

    As you can see wit this shimmering, (youtube compression)

    • @Paper_Foxx
      @Paper_Foxx ปีที่แล้ว

      (This is a joke)

  • @heshankumarasinghe3159
    @heshankumarasinghe3159 11 หลายเดือนก่อน +1

    Am I the only one who is not noticing much of a difference?

    • @Adradum
      @Adradum 10 หลายเดือนก่อน

      same

  • @belliebeltran4657
    @belliebeltran4657 2 ปีที่แล้ว

    Mipmapping is all great and good... as long as there's a method to adjust anisotropic filtering.

  • @punpcklbw
    @punpcklbw ปีที่แล้ว

    Yup, from up hoigh the soize of the texture is mooch smaller indeed.

  • @DanielTrinidad-v1w
    @DanielTrinidad-v1w 11 หลายเดือนก่อน

    Muchas gracias vato que habla ingles :D

  • @alexrusu2905
    @alexrusu2905 ปีที่แล้ว

    I love how nobody is actually playing the definitive edition trilogy or whatever rockstar named it

  • @WithoutNumbers
    @WithoutNumbers 10 วันที่ผ่านมา

    It would be great if you show how to use "nvidia Profile Inspector", what are the best settings to choose for GTA SA and other games.

  • @abyssalczech6719
    @abyssalczech6719 ปีที่แล้ว

    i love how modern games dont have problems with texture crush but model crush making them look terrible Lmao

  • @Noryahr
    @Noryahr 10 หลายเดือนก่อน

    I find difficult to like some implementations of mipmaps because of the lost sharpness and details

  • @h1tzzYT
    @h1tzzYT ปีที่แล้ว +2

    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

    • @fearedjames
      @fearedjames ปีที่แล้ว +2

      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.

    • @YuriMomoiro
      @YuriMomoiro ปีที่แล้ว

      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

  • @b4ttlemast0r
    @b4ttlemast0r ปีที่แล้ว

    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.

  • @loganthebigicecream9711
    @loganthebigicecream9711 ปีที่แล้ว

    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

  • @troev
    @troev 11 หลายเดือนก่อน

    basically lod for textures

  • @MajorFleshbang
    @MajorFleshbang 11 หลายเดือนก่อน

    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?

  • @Antumarin
    @Antumarin ปีที่แล้ว

    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

  • @masonthecoyote
    @masonthecoyote ปีที่แล้ว

    i honestly quite like it with no mipmapping

  • @TioBru.
    @TioBru. ปีที่แล้ว

    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

  • @SilverXTikal
    @SilverXTikal ปีที่แล้ว

    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

  • @lilbubz2803
    @lilbubz2803 ปีที่แล้ว

    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?

    • @Kolyasisan
      @Kolyasisan ปีที่แล้ว +7

      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.

  • @jansidlo
    @jansidlo 3 หลายเดือนก่อน

    nice. next time: dds and dxt5

  • @cassa5302
    @cassa5302 ปีที่แล้ว

    i like it more when it is turned off

  • @ethanwasme4307
    @ethanwasme4307 ปีที่แล้ว

    i like it minus the shimmering

  • @insag777
    @insag777 2 ปีที่แล้ว +2

    bro canyou made a guide for mixsets ?

  • @Nihilanth1982
    @Nihilanth1982 2 ปีที่แล้ว +1

    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?

    • @CatWafflez
      @CatWafflez 2 ปีที่แล้ว

      What mods do you use

    • @wholesome1844crucifier
      @wholesome1844crucifier ปีที่แล้ว

      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)

  • @RTajwar
    @RTajwar ปีที่แล้ว +1

    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.

    • @yuzzo92
      @yuzzo92 ปีที่แล้ว +6

      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

  • @ozzyosbourne6
    @ozzyosbourne6 11 หลายเดือนก่อน +1

    Mipmapping is basicly a LOD system for textures thats it.

  • @healer5556
    @healer5556 ปีที่แล้ว +1

    Mip mapping is anti-aliasing long story short.

  • @jhonnyn5748
    @jhonnyn5748 ปีที่แล้ว

    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.

    • @TJGM
      @TJGM  ปีที่แล้ว

      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.

    • @jhonnyn5748
      @jhonnyn5748 ปีที่แล้ว

      @@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.

    • @DonRamon_SeuMadruga_52231
      @DonRamon_SeuMadruga_52231 10 หลายเดือนก่อน

      ​@@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

  • @amasotori6291
    @amasotori6291 ปีที่แล้ว +1

    So I'm literally watching a video about textures in GTA S.A. Yeah internet is really a f*cked up place.

  • @alf3071
    @alf3071 ปีที่แล้ว

    if mipmapping is disabled how can the computer process all those millions of pixels at 60fps?

  • @linkfreeman1998
    @linkfreeman1998 ปีที่แล้ว

    6:02 oh, tell that to people who play Half-Life man. Apparently mipmapping is "bad" for them.

  • @pesvids6673
    @pesvids6673 ปีที่แล้ว +1

    I like it without mip mapping

  • @MauricioH.
    @MauricioH. ปีที่แล้ว

    damn i always just turned it off because i never saw a immediate noticeable sign

  • @Thomas-kx8cc
    @Thomas-kx8cc 2 ปีที่แล้ว +1

    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 :)

  • @chiptunegalaxy160
    @chiptunegalaxy160 ปีที่แล้ว

    When I disable TAA smoothing in modern games textures become noisy...Modern games have no mippmapping?

    • @jcm2606
      @jcm2606 ปีที่แล้ว +2

      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.

  • @awesomeferret
    @awesomeferret ปีที่แล้ว

    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?

    • @fearedjames
      @fearedjames ปีที่แล้ว

      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.

    • @awesomeferret
      @awesomeferret ปีที่แล้ว

      @@fearedjames I may be confusing anisotropic filtering with mipmapping.

  • @N8doggamer
    @N8doggamer ปีที่แล้ว

    I only see a difference when moving

  • @alenmathew3770
    @alenmathew3770 2 ปีที่แล้ว +1

    Hey bro, make a video on the 'Enhance Particle TXD' mod for GTA SA

  • @drujbanu
    @drujbanu ปีที่แล้ว

    “Extreme”

  • @bs_blackscout
    @bs_blackscout 2 ปีที่แล้ว

    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.

    • @TJGM
      @TJGM  2 ปีที่แล้ว

      I did. I believe it’s somewhere on MixMods.

    • @bs_blackscout
      @bs_blackscout 2 ปีที่แล้ว

      @@TJGM I probably still have a copy in my PC...

  • @YuriMomoiro
    @YuriMomoiro ปีที่แล้ว

    youtubes compression really ruins the point

    • @FrankSuno
      @FrankSuno 11 หลายเดือนก่อน

      I got the point while watching at 480p

  • @SubidubidubiDu1
    @SubidubidubiDu1 2 ปีที่แล้ว +2

    Loving your Schwarzenegger accent

    • @Hysteria98
      @Hysteria98 ปีที่แล้ว

      hahaha someone confusing an irish accent for Austrian is a new one, jesus christ.😂

  • @MALIN_Ki
    @MALIN_Ki ปีที่แล้ว

    So its basically a LOD

  • @TonySinyaev
    @TonySinyaev ปีที่แล้ว

    So.. image gets sharper (when the option is *off*)?
    :j

  • @ClarenceFM
    @ClarenceFM ปีที่แล้ว

    W vid thx for the explanations

  • @Kate_Hanami
    @Kate_Hanami ปีที่แล้ว

    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

    • @wholesome1844crucifier
      @wholesome1844crucifier ปีที่แล้ว

      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

    • @Kate_Hanami
      @Kate_Hanami ปีที่แล้ว

      @@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

  • @term0s
    @term0s ปีที่แล้ว +1

    In simple words - Mip Mapping is just a LOD of textures

    • @wholesome1844crucifier
      @wholesome1844crucifier ปีที่แล้ว +1

      thats the most accurate explanation ive seen in this entire comment sectio

    • @term0s
      @term0s ปีที่แล้ว

      @@wholesome1844crucifier ty (;