MipMapLimit
Moderator: Moderators
MipMapLimit
I dunno if this is even possible, but I'm going to ask anyhow. I'd like to know if it's possible to limit the renderer to use X-size mipmap (or lower) of a DDS file. Why? Scalability, of course- allowing people with lower-end machines to run a fairly high-end game without too many FPS problems. I have not seen any FPS problems at all, in my current game, but new features may change that picture, and I'd like to know if there are any methods we could use to mitigate this problem and provide a good experience for as many users as possible.
Have an SDZ heirarchy like this:
Mod file
-relies on "high resolution graphics" file
--relies on "content" file
For people who have crappy graphics cards or whatever, they just swap out the high resolution graphics file with a low res one.
Would that work?
Also regarding making a lower res texture set taking a few hours, it would only take about 5 minutes to set up a simple batch process and hit play. Do you have Photoshop? I can describe how to set up that kind of batch if you want.
Mod file
-relies on "high resolution graphics" file
--relies on "content" file
For people who have crappy graphics cards or whatever, they just swap out the high resolution graphics file with a low res one.
Would that work?
Also regarding making a lower res texture set taking a few hours, it would only take about 5 minutes to set up a simple batch process and hit play. Do you have Photoshop? I can describe how to set up that kind of batch if you want.