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cgpower2008
Post  Post subject: does FB support dds Mipmapping?  |  Posted: Sat Apr 09, 2016 11:07 am

Joined: Mon Nov 30, 2015 11:32 am
Posts: 67

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if FB support it ,we will happy that fb is more fast when we use dds map!
and
we will not worry about the low gpu memory? is it?


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Jan_Tomanek
Post  Post subject: Re: does FB support dds Mipmapping?  |  Posted: Sat Apr 09, 2016 1:43 pm
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Joined: Tue Oct 27, 2009 11:03 pm
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Location: Prague - Czech republic

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This make no much sense in raytrace - also it's not so much possible. You don't know what size of map use in raytrace. Because distance from camera is something different than distance from other objects.

Today cards has 12-24GB and the latest Pascal will have even much more memory.

Texture resolution has almost NO effect on speed.

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cgpower2008
Post  Post subject: Re: does FB support dds Mipmapping?  |  Posted: Sun Apr 10, 2016 6:29 am

Joined: Mon Nov 30, 2015 11:32 am
Posts: 67

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Jan_Tomanek wrote:
This make no much sense in raytrace - also it's not so much possible. You don't know what size of map use in raytrace. Because distance from camera is something different than distance doom other objects.

Today cards has 12-24GB and the latest Pascal will have even much more memory.

Texture resolution has almost NO effect on speed.


thanks 2 your reply!

in our studio,we only use one 980ti 4G and we have some so much 2K or 4K tex.sometimes it cost 3G by one character.if we use 5-6 CH and one BG.we have to use low resolution.


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Jan_Smejkal
Post  Post subject: Re: does FB support dds Mipmapping?  |  Posted: Mon Apr 11, 2016 8:58 am
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Joined: Fri Aug 13, 2010 10:30 am
Posts: 794

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Hi,
mip mapping means, that all level of mipmaps (for example 1024x1024 texture has 9 levels of mipmaps - 512x512, 256x256 ...) are stored in this texture and which level is used is determined during rendering. So textures with mipmaps use more memory.


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