Quest for Texture Sharpness: Detail vs Filtering Issues
Hi, I want to use Cubemaps for 360 stereo viewer and only when I use NoMipmaps it's as crisp as it should be. When I do use all mipmaps not only does it take more space but the quality goes down very considerably. The entire Cubemap gets blurred. I found out this is the expected behavior though (mind wonders if it's still OK for mirror and shiny clean reflections of steel).
But I would've preferred 1 mip level to get rid of filtering issues when moving the camera as the pixels shimmer a lot.
I solved this by actually making a cube with 6 textures for now but I feel that using cubemaps would produce sharper and less performance heavy results. I need the image to be as crisp as possible on FHD, QHD and 4k mobile displays and as I found out there is some blurring when using normal textures on a cube but on the other hand, there is severe shimmering of pixels when using NoMipmaps Cubemap.
I feel it's possible to get sharper image without any shimmering. I know I can't get the Cubemap sharpness but I also hope I can get something even sharper.
The image below is a GIF so look close please. :)
(1536x1536) Cubemap NoMipmaps vs (1536x1536) Textures on Cube with mipmaps:
asked Nov 25 '16 at 01:44 PM in Rendering
Ok all is figured out now.
It turned out the compression was doing the texture ill so I turned it off and now everything looks a tad sharper.
Now it looks very similiar and I am happy and satisfied with the result.
answered Nov 25 '16 at 05:26 PM
You are expected to have shimmering without proper mip-maps. Why don't you look at alternative anti-aliasing and post-process sharpening techniques instead?
answered Nov 25 '16 at 04:21 PM
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