I don't get what mipmapping is... The green slider in the middle of the screen doesn't do anything.
Mipmapping is the procedure that allows blocks to have actual depth, an example of this is Sonic Ether's Unbeliveable Shaders, that mod with certain texture packs allows for blocks, items and even people to have texture depth, it's a pseudo 3D effect and makes for Minecraft looking a lot better. Though it does have the downside of costing quite a bit of computer resources. if poorly optimised
Mipmapping is the procedure that allows blocks to have actual depth, an example of this is Sonic Ether's Unbeliveable Shaders, that mod with certain texture packs allows for blocks, items and even people to have texture depth, it's a pseudo 3D effect and makes for Minecraft looking a lot better. Though it does have the downside of costing quite a bit of computer resources. if poorly optimised
Ah, I do notice it. maybe it's not a bad idea. I don't like that mod though. I makes everything hurt my eyes and you can't see anything unless a torch or something is right next to it.
Mipmapping is the procedure that allows blocks to have actual depth, an example of this is Sonic Ether's Unbeliveable Shaders, that mod with certain texture packs allows for blocks, items and even people to have texture depth, it's a pseudo 3D effect and makes for Minecraft looking a lot better. Though it does have the downside of costing quite a bit of computer resources. if poorly optimised
You are confusing it with normal mapping. Mipmapping is when you have smaller low-res versions of textures that are used when the texture is drawn at a distance. This helps eliminate the moire effect and grainy look of far away textures. (Especially nice for higher res textures.)
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Tis far better to be a witty fool than a foolish wit.
So I just read this on a webpage regarding 3D rendering;
"When a MIP Mapped texture is used in 3D rendering or real-time 3D displays, the texture can appear in full detail if it is seen in a close-up, or can be rendered quickly and smoothly from a lower MIP level when the object appears smaller or further away. MIP mapping saves processor time and improves anti-aliasing by allowing the computer to start with pre-filtered, pre-scaled textures at the most appropriate resolution for each frame."
Pretty awesome actually, and you can see it if you look closely in the screenshots Grum posted (I pasted links below).
Basically it will HELP processing power. When you are near a block for example, it will render the full texture, but when you are far away it renders the texture in a lower resolution.
Here is an example of what will happen to the textures. I am assuming this will happen automatically in-game, and resource pack makers will not have to do any of the extra work
While this may sound like a degradation in graphics quality, it will probably look BETTER. Seeing the textures as they appear now they are in full resolution, even if it is the furthest viewable block in your sight - which means it is going to be a lot of detail scrunched into a tiny spot on your screen, causing jaggy, super sharp lines which has always plagued minecraft. Example below:
As you can see, the image on the left is very jagged. Very similar to something you would see on the Nether roof.
This is seen in the screenshots mostly in the tree leaves, where there are more transparent spaces and outside lines.
Grum Screenshots...look in the distance on the AFTER screen, looks like it redered faster, and looks smoother:
Hmm, Cool, I must've thought it was laggy. Or maybe pre 1.7 nostalgia
I just want you to know... If the nostalgia gets me... TELL ME TO STOP BEING NOSTALGIC FOR LOVE OF NOTCH *slams chair next to him*!
It's kind of sad seeing them change the pure basics of Minecraft and makin em' all "fancy". But I get it, I guess. I am thinking as long as we set graphics to "Fast" and smooth lighting to "Off" we will always be able to get that old feeling back :-)
Now if they could only allow you to choose which parts of the graphics can be fast or fancy. Because I like fancy everything but leaves. The fancy leaves are ugly and take up tons of power to render.
Now if they could only allow you to choose which parts of the graphics can be fast or fancy. Because I like fancy everything but leaves. The fancy leaves are ugly and take up tons of power to render.
^This.
I really hope mipmapping won't be one of those 'We're too lazy to add an option for it, let's just dump it in with fancy/fast graphics' things. I personally don't like mipmapping, and having it a fancy-graphics exclusive feature would be annoying.
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To all of you people who think Notch is still working on the game, he stopped working on Minecraft in late 2011. Get your facts straight and stop spamming his twitter about Minecraft updates.
Mipmapping is the procedure that allows blocks to have actual depth, an example of this is Sonic Ether's Unbeliveable Shaders, that mod with certain texture packs allows for blocks, items and even people to have texture depth, it's a pseudo 3D effect and makes for Minecraft looking a lot better. Though it does have the downside of costing quite a bit of computer resources. if poorly optimised
Not even close. That is bump mapping and Normal mapping.
Mip mapping is simply LOD textures. That's it. With the default textures it is useless.
With 512x512 Textures, you don't need the full 512x512 texture bitmap to draw a cube that is hundreds of blocks away. That's a massive overhead of texels that will never be used. Mipmapping makes it so textures used at a farther distance will use a reduced-size texture.
Some facts:
It simply won't be used with default textures. There is no reason to do so.
Advantages of Mip-mapping will be solely for high-resolution texture packs. This should help resolve some of the performance issues they have with resource packs, which are a result of the GPU pipeline being asked to process a 512x512 texture for practically every single face in the entire world being rendered- whether you are looking at it from a block away or looking at it through the nether fog on the edge of your view distance, he entire texture is currently processed by the Texture pipeline and Texels are discarded- basically wasted processing. With mip-mapping smaller textures will be used meaning faster texture processing; and since you generally see "more" farther away than you do closer to yourself this should have a very positive performance impact for high-resolution texture packs.
Anisotropic filtering and Anti-aliassing should help reduce moire effects.
Not even close. That is bump mapping and Normal mapping.
Mip mapping is simply LOD textures. That's it. With the default textures it is useless.
With 512x512 Textures, you don't need the full 512x512 texture bitmap to draw a cube that is hundreds of blocks away. That's a massive overhead of texels that will never be used. Mipmapping makes it so textures used at a farther distance will use a reduced-size texture.
Some facts:
It simply won't be used with default textures. There is no reason to do so.
Advantages of Mip-mapping will be solely for high-resolution texture packs. This should help resolve some of the performance issues they have with resource packs, which are a result of the GPU pipeline being asked to process a 512x512 texture for practically every single face in the entire world being rendered- whether you are looking at it from a block away or looking at it through the nether fog on the edge of your view distance, he entire texture is currently processed by the Texture pipeline and Texels are discarded- basically wasted processing. With mip-mapping smaller textures will be used meaning faster texture processing; and since you generally see "more" farther away than you do closer to yourself this should have a very positive performance impact for high-resolution texture packs.
Anisotropic filtering and Anti-aliassing should help reduce moire effects.
That is completely untrue. Mip mapping helps even in default, as proven by the pictures Grum posted.
The fact is, even on a 16x16 texture, at a certain distance it looks choppy. It'll be more useful in reducing lag for higher resolution textures, but it most certainly isn't exclusive to them.
It simply won't be used with default textures. There is no reason to do so.
The default textures still suffer from the Moire Effect quite a bit and mipmapping tends to eliminate that. (Just start up a superflat world and admire the sweeping bands of light and dark as you wander about.)
Really, unless you have a massively huge resolution on your monitor such that even at far render distance a block will never be less than 16x16 pixels, mipmapping will help some for the default textures. This is especially true for texture packs like the default that have rather noisy textures. For some of the 'simple' packs the effect of mipmapping would be far less noticeable.
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Tis far better to be a witty fool than a foolish wit.
"MIPMapping, Anisotropic filtering and FSAA coming to a snapshot near you soon!"
I am mostly curious about the MIP mapping part and what it would mean for MC.
Also, Dinnerbone says he is working on more Secret Settings. Ooooooh!
Also...what's up with this?
EDIT: example of Mipmapping: http://lab.xpaw.ru/minecraft-mipmapping/
Cool...wonder how big we will be able to make those?
But, it does! D:
...but that's just like, my opinion, man.
Mipmapping is the procedure that allows blocks to have actual depth, an example of this is Sonic Ether's Unbeliveable Shaders, that mod with certain texture packs allows for blocks, items and even people to have texture depth, it's a pseudo 3D effect and makes for Minecraft looking a lot better. Though it does have the downside of costing quite a bit of computer resources. if poorly optimised
Wow, your helpful. I do see now it makes things a bit clearer.
Ah, I do notice it. maybe it's not a bad idea. I don't like that mod though. I makes everything hurt my eyes and you can't see anything unless a torch or something is right next to it.
So I just read this on a webpage regarding 3D rendering;
Basically it will HELP processing power. When you are near a block for example, it will render the full texture, but when you are far away it renders the texture in a lower resolution.
Here is an example of what will happen to the textures. I am assuming this will happen automatically in-game, and resource pack makers will not have to do any of the extra work
While this may sound like a degradation in graphics quality, it will probably look BETTER. Seeing the textures as they appear now they are in full resolution, even if it is the furthest viewable block in your sight - which means it is going to be a lot of detail scrunched into a tiny spot on your screen, causing jaggy, super sharp lines which has always plagued minecraft. Example below:
This is seen in the screenshots mostly in the tree leaves, where there are more transparent spaces and outside lines.
Grum Screenshots...look in the distance on the AFTER screen, looks like it redered faster, and looks smoother:
BEFORE:
http://hopper.minecr...ngle_before.png
AFTER:
http://hopper.minecr...ungle_after.png
It's kind of sad seeing them change the pure basics of Minecraft and makin em' all "fancy". But I get it, I guess. I am thinking as long as we set graphics to "Fast" and smooth lighting to "Off" we will always be able to get that old feeling back :-)
#BAUM4EXILE2014
:^)
HELP CAPSLOCK KEY FELL OFF IT SWITCHES ON AND OFF, HELP PLS.
Praise be to Spode.
^This.
I really hope mipmapping won't be one of those 'We're too lazy to add an option for it, let's just dump it in with fancy/fast graphics' things. I personally don't like mipmapping, and having it a fancy-graphics exclusive feature would be annoying.
Enderdragon Roar in the Overworld
Rollercoaster
Not even close. That is bump mapping and Normal mapping.
Mip mapping is simply LOD textures. That's it. With the default textures it is useless.
With 512x512 Textures, you don't need the full 512x512 texture bitmap to draw a cube that is hundreds of blocks away. That's a massive overhead of texels that will never be used. Mipmapping makes it so textures used at a farther distance will use a reduced-size texture.
Some facts:
It simply won't be used with default textures. There is no reason to do so.
Advantages of Mip-mapping will be solely for high-resolution texture packs. This should help resolve some of the performance issues they have with resource packs, which are a result of the GPU pipeline being asked to process a 512x512 texture for practically every single face in the entire world being rendered- whether you are looking at it from a block away or looking at it through the nether fog on the edge of your view distance, he entire texture is currently processed by the Texture pipeline and Texels are discarded- basically wasted processing. With mip-mapping smaller textures will be used meaning faster texture processing; and since you generally see "more" farther away than you do closer to yourself this should have a very positive performance impact for high-resolution texture packs.
Anisotropic filtering and Anti-aliassing should help reduce moire effects.
That is completely untrue. Mip mapping helps even in default, as proven by the pictures Grum posted.
The fact is, even on a 16x16 texture, at a certain distance it looks choppy. It'll be more useful in reducing lag for higher resolution textures, but it most certainly isn't exclusive to them.
Star Trek DS9 and Doctor Who FTW.
Read my post dude, I think it would indeed help a lot!
Really, unless you have a massively huge resolution on your monitor such that even at far render distance a block will never be less than 16x16 pixels, mipmapping will help some for the default textures. This is especially true for texture packs like the default that have rather noisy textures. For some of the 'simple' packs the effect of mipmapping would be far less noticeable.