March 25, 200422 yr I should have also added to my post that stutters haven't been a problem for me either on a GEF 4200/TI with or without mips. I took Carenado's recent Bonanza V35 release and added mips to the fuse and wing textures. It's one of the most fps friendly a/c I have.What I do remember is that initially with my 64Meg GeF 2, I would get blurries on aircraft mips from time to time. They went away when I switched to my 128Meg 4200.Because COF antialiases 32 bit mipped textures and doesn't AA non-mipped textures unless they're DXT-3, I wonder if some of the stutters simmers perceive are overhead from AA? Early on, I know it was suggested that simmers "Force" AA vs. letting COF apply it. I've found COF's algorithms working very well for me. I wonder how many simmers reporting stutters on mipped textures are forcing AA?-John
March 26, 200422 yr Thanks Shane! :)Yes, the stutter is there because folks with slower machines would suffer a loss in FPS. That's it really. If I thought everyone had fast machines, I would not have mip-mapped AEU. This is the best trade-off that I could arrive at in the end. This way everyone gets a stutter, but very few suffer a loss of FPS. The only real difference is, the stutters are shorter in duration for faster computers. :)On the other hand, the loss of FPS is negligible on faster machines without mip-maps.The problems with things like airports seems to be this:While viewing a mip-mapped aircraft from 10,000' away you'll only see one of a series of mips.Sitting at the end of a mip-mapped 10,000' runway (for example) you'll see all of the mips at the same time. Though they progressively display less detail further down the runway, all have to be loaded at once. :(This seems, to me, to be the biggest trouble with AEU. I could be wrong.
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