Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Anisotropic Filtering Options (x16 & NEGATIVE LOD BIAS) #6

Closed
shinra358 opened this issue Apr 26, 2024 · 12 comments
Closed

Anisotropic Filtering Options (x16 & NEGATIVE LOD BIAS) #6

shinra358 opened this issue Apr 26, 2024 · 12 comments

Comments

@shinra358
Copy link

Increasing renderscale can tax your pc greatly. However, one could use a lower scale if anisotropic filtering was enabled with the option of NEGATIVE LOD BIAS CLAMP which greatly helps to eliminate shimmering at lower resolutions while maintaining higher resolution like fidelity. So can we have these 2 options?

@Lyall
Copy link
Owner

Lyall commented Apr 27, 2024

I can add anisotropic filtering but for LOD bias I'm assuming you mean texture mipmap bias? There's an actual setting in Unity called LOD Bias but it's not for mips if I'm remembering correctly.

@shinra358
Copy link
Author

usually negative lod bias clamp is associated with anisotropic filtering.

https://forums.guru3d.com/threads/question-about-texture-filtering-negative-lod-bias.338141/

doitsujin/dxvk#2779

@shinra358
Copy link
Author

it seems to be the same thing. determines to strip the level of detail in the far distance depending on the setting freeing up resource. clamp prevents it from going into the negative

@Lyall
Copy link
Owner

Lyall commented Apr 27, 2024

It seems like you can adjust the mipmap bias value but it's per-texture, not a global setting at least based on what I can find in the Unity docs. So I don't think it's something I can add to the mod like I did with anisotropic filtering. Perhaps an alternative would be to apply it via Nvidia Profile Inspector if you're using an Nvidia GPU.

@shinra358
Copy link
Author

im on amd and dvxk doesnt seem to work on this game. doh

@Lyall
Copy link
Owner

Lyall commented Apr 27, 2024

Those aren't related to mipmap LOD bias, they're for adjusting the distance at which switching to different LODs for models etc occurs.

@shinra358
Copy link
Author

shinra358 commented Apr 27, 2024

yes that's it. that's what i explained in post 4. the mipmap one wasnt what i was looking for.

https://melantechgaming.wordpress.com/2016/12/31/lod-bias/#:~:text=To%20simply%20explain%20LOD%20bias,so%20overall%20textures%20look%20sharper.

@Lyall
Copy link
Owner

Lyall commented Apr 27, 2024

yes that's it. that's what i explained in post 4. the mipmap one wasnt what i was looking for.

https://melantechgaming.wordpress.com/2016/12/31/lod-bias/#:~:text=To%20simply%20explain%20LOD%20bias,so%20overall%20textures%20look%20sharper.

I think we're maybe going round in a circles a bit here. What you just posted is specifically LOD bias for textures. The LOD bias option you linked to in this post is LOD bias for models.

Anyway since we're definitely talking about LOD bias in relation to textures, as I said before, I don't believe there's an option in Unity to set it globally thus I cannot add it to this mod.

@shinra358
Copy link
Author

ok

@shinra358
Copy link
Author

shinra358 commented Apr 27, 2024

before you close this out, can we get 2 more notches in the Renderscale (6 total) and the option to hide the mouse cursor after 2 secs of keyboard idling (controller unaffected) {yes i know there is the hide completely option}, and a 0 option for aniso just in case someone doesnt want to use it?

I figure work was already done for those so i dont want to clutter the boards with making new threads.

@Lyall
Copy link
Owner

Lyall commented Apr 28, 2024

before you close this out, can we get 2 more notches in the Renderscale (6 total) and the option to hide the mouse cursor after 2 secs of keyboard idling (controller unaffected) {yes i know there is the hide completely option}, and a 0 option for aniso just in case someone doesnt want to use it?

I figure work was already done for those so i dont want to clutter the boards with making new threads.

Regarding renderScale, I actually made an incorrect assumption with my values there. It's actually clamped from 0.1f to 2.0f. You can't go higher than that and the maxRenderScale value is read-only.

As for anisotropic filtering, 1 is the lowest option. It's a multiplier so x1 is just that, the original value.

And for the mouse cursor idle question. I'd have to poll the mouse input constantly which is a bit of a pain and it adds some extra overhead. Frankly not really worth the effort (sorry!).

@Lyall Lyall closed this as completed Apr 28, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants