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Re: real3d mipmaps

PostPosted: Thu Aug 03, 2017 10:35 am
by Ian
Yeah it's using the real3d mipmaps, however the bias and weighting is quite different to how modern hardware, hence the differences you see. The real3d exhibits a lot of texture aliasing generally.

Re: real3d mipmaps

PostPosted: Thu Aug 03, 2017 11:15 am
by scd
there is any way to fix it?

Re: real3d mipmaps

PostPosted: Thu Aug 03, 2017 11:21 am
by Ian
Yes probably, but it's not high on the priority list
Check out the aliasing on the wall as he drives up to it ..

https://youtu.be/nrAyVo3jeWg?t=2m28s

Re: real3d mipmaps

PostPosted: Thu Aug 03, 2017 11:38 am
by scd
so it's actually doesnt have any connection to the number of "color layers" ?

Re: real3d mipmaps

PostPosted: Fri Aug 04, 2017 8:26 am
by scd
ian, i have checked it again and i have noticed that the amu is using about 3 layers of mipmaps as you can see here:

http://imgur.com/a/p4xnQ

when you said that "the real3d only seems to have 6 levels of mipmaps". so it's basically use an half of the model 3 scale?. just wondering...

Re: real3d mipmaps

PostPosted: Fri Aug 04, 2017 9:36 am
by Ian
Have a read on https://en.wikipedia.org/wiki/Anisotropic_filtering
The original h/w probably wouldn't have done that, but it results in a much nicer image quality.

Re: real3d mipmaps

PostPosted: Sat Aug 05, 2017 11:56 am
by scd
so it's actually an anisotropic issue and not a mipmaps one? interesting. i always thought that it's just missing 3 layers of mipmaps.