> Recently I was told that some planes have liveries of so high resolution  
> that you have to install low resolution versions to have a decent fps  
> during multiplay. But doesn't FG use mipmaps for liveries? If not then  
> are there plans to do so? Or should the livery be prepared in a certain  
> way to trigger mipmap generation?
>
> Perhaps mipmaps should also be applied to interiors as sometimes you can  
> see the insides through the window.

Mipmaps for textures are pretty generic for the rendering process. If you would 
not mipmap  textures, they'd create flickering Moire patterns whenever the 
texture resolution is higher than the screen resolution as (leaving 
antialiasing aside) the pixel color is determined from a single texture lookup, 
and the point for that lookup is ill defined when many texture pixels are 
mapped to a single screen pixel, i.e. the pixel color would flicker frame by 
frame (that is a problem for procedural texturing).

Whenever a texture is loaded into the GPU memory, it is mipmapped if it isn't 
already.  One advantage of dds is that it can contain pre-generated mipmaps - 
in this case the mipmaps can just be loaded with the base texture, otherwise 
the mipmap generation is part of the texture loading process.

If uncompressed dds is used, the final result is the same - a mipmap tower 
resides in GPU memory, but the time to load the texture is shorter for dds at 
the expense of having  a larger file. So non-dds textures may generate a short 
to long (dependent on system) frame delay, whereas dds works a bit smoother. 
dds can also be compressed, in which case it saves GPU memory, but since that 
requires proprietary graphics drivers to work, it is not considered an option 
for FG.

The main difference between hires and lowers textures is not lookup speed 
(that's taken care of by mipmapping) but memory - if the GPU memory is full, 
system memory needs to be used (which is slower), if that overruns, virtual 
memory must be used (which is even slower) - I have managed at some point to 
fill the whole 11 GB of my combined GPU and system memory, and the performance 
degradation was quite substantial.

> Quite recently there was a discussion about 2048x2048 textures for  
> scenery, and I'm sure they are mipmapped, otherwise it won't fly. A  
> typical plane fits all of its exterior into at most a dozen hi-res  
> textures, so the added cost of mipmapping those is negligible I think.

Scenery textures are typically mapped to 2000x2000 m areas, so you get about 
4x4 m per pixel with a standard 512x512 terrain texture, assuming a 60 deg FOV, 
you get a good graphical impression only for view distances of 2500 m and more. 
That's okay for airliner cruise altitude, but really lousy for low leve flight.

Going to 2028x2048 improves the optimum view distance down to ~800 m, which 
starts to make it okay for private aviation in single-engine planes, but still 
lousy  for low level flight.

So for scenery, there's not only a need for high resolution, but it's also 
something that you tend to see quite often (almost all the time) at less than 
optimal resolution. And the whole scenery doesn't need more than two dozens of 
such textures at any given time - according to your calculation, that's just 
the performance footprint of two MP planes.

In contrast, planes typically map to areas of 10x10m, so using a 2048x2048 
texture gives you a 5 mm resolution. Assuming a FOV of 60 deg, you need to be 
closer to 4 m to the MP plane to actually get to see the hires texture. I think 
it's fair to say that you'll almost never reach that distance, so you're 
spending lots of memory on things which you'll never get to see in flight. 
Assuming you see MP planes from at best 40 m distance, a 256x256 sheet is quite 
enough. For the same reason, it makes a lot of sense *not* to render the plane 
interior of MP planes.

So, not only would hires MP liveries be insanely expensive as compared to 
scenery if you just have a few planes in the scene, they would also be utterly 
useless because you can never get close enough. 

Hope that answers the question conclusively.

* Thorsten
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