x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

No MipMaps on Mobile Performance?

Good Day! I'd like to ask if I were to use no mipmaps on a mobile game, can it greatly affect performance? Note that the game I am currently creating is a first person mobile game, that has all textures unlit, and the textures are very simple. And does importing textures with low resolution help with performance?

Also I have set the game to be on a LDR setting. Thanks!

Product Version: UE 4.12
Tags:
more ▼

asked Jan 03 '17 at 02:06 PM in Using UE4

avatar image

Jibera
51 7 11 14

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hi, lack of mipmaps will definitely hurt performance, and also graphical quality will suffer.

When objects are at a distance, the texture size will be large compared to the number of screen pixels that are being rendered. To render adjacent pixels on the screen, the GPU will need to read individual texels (texture pixels) from separate areas of the texture. When reading the texture data from memory, adjacent chunks of texels are loaded into a texel cache on the GPU and so without mipmaps, most of the cache will be loaded with data that's useless for adjacent pixels, and the GPU will spend more time waiting for texture data to load from main memory. Mipmaps allow the GPU to use texture data at about the same resolution as the onscreen pixels so the cache is more effective.

Mipmaps also store an average of multiple texels at full resolution. Without mipmaps, it will read just a single random texel from the high resolution texture so you will see a lot of graphical shimmering when you move the camera as different texels are selected.

They add 30% to your texture memory cost but they're there for a reason. You'd be better off using lower resolution textures with mipmaps to save memory, and it will run faster and probably look better.

  • Jack

more ▼

answered Jan 05 '17 at 10:22 AM

avatar image

JackP STAFF
515 16 6 19

avatar image Jibera Jan 05 '17 at 01:08 PM

Okay! Thank you so much!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question