I bet if it was disabled, most people's frame rates would improve. It should be as easy as adding a line to cam.cfg or dark.cfg (I've tried "mipmap 0" and "mipmapping 0" but neither worked). For example, again, Quake III Arena you could turn it off by entering /cgtexturemode GLNEAREST in the console or placed in an autoexec, and it was similar in Quake II and all the source ports for I as well (half life also shares quake I/IIs command), but you could only bring the texture filtering down to bilinear in Quake IIIs GUI. I have noticed a VERY noticeable frame rate improvement when mipmapping is disabled in other games, too. My video card doesn't have an option to disable it, either. Mipmapping is purely a fluff realism-vs-performance option and SHOULD be togglable. ![]() I SERIOUSLY doubt mipmapping is necesasry for the "proper functioning of the game", as MANY other games allow it to be disabled and still work fine (Half-Life comes to mind, but mipmapping is only disableable through a console command), so why not Thief? There HAS to be a way to disable mipmapping and bilinear texture filtering (although the latter is not as important to disable to me). I've consulted with the programmers and they say that both are required for the proper functioning of the game." ![]() "I'm afraid you can't disable mipmapping in Thief 2, nor can you disable bilinear texture filtering. Yes, I know it's old but mipmapping is NOT necessary for the game, despite what Looking Glass tech support told me: I have an ATI 3DXpression+ (Rage 2 chipset). It would affect your speed (counts as an extra rendering pass), but not the amount of video memory used. it trys to fade smoothly (or dither) between each mipmap level. There is also trilinear filtering, which you might want to disable. except maybe older Voodoos, where the texture buffer is seperate from the frame buffer. If your video card is really that short of memory then you would be better off lowering the resolution instead. I've never experianced any app that performed slower because of mipmapping. No matter how much mipmapping you have, it never takes more than 33% more memory than without (because each lower mipmap is only 25% the size of the one before it). Half-Life Mods Resources Other/Misc No texture filtering (autoexec. There *might* be a small performance increase in that, but they should only be generated once anyway. No texture filtering (autoexec.cfg) Half-Life Mods No texture filtering (autoexec.cfg) - A Mod for Half-Life. NVidia based cards have an option (in your video prefences somewhere, depending on whose drivers you have) there is an option to auto-generate mipmaps, which you can disable. noboarder : in windowed mode this removes the frame around it.What kind of video card do you have? In most modern cards, mipmapping is virtually a "free" operation. windowed or -sw or -startwindowed : game will be in a framed window Gl_aniso 0 can be entered in the launch options by it self as well but the command is +gl_aniso 0 ![]() Just have the box unchecked in the interface is enough Why would you turn off HD models in the launch options then in the game interface to. You might have to start a new game from the beginning.ĮDIT: Corrected wrong values and some typos. Loading a save game from a game run, where HD models have been enabled might lead to some glitches where dead scientist are floating above the floor etc. (and yes you have to type GL_NEAREST, though the console might output it as "GL NEAREST", without the "_", but that's ok) These visual effects smooth and round textures on both models and the world, turning individual clearly defined pixels into a blur of colors. You may have experienced something like this if you've ever used source ports for games like Quake or DOOM. ![]() The last one is the most important setting for our part. When running in hardware (OpenGL) mode, Half-Life applies texture filtering by default. Now to the console in the upper left corner. Make sure to *enable*/Check "Low video qualtiy" (don't worry) Make sure to Uncheck "Enable HD models if available" When running in hardware (OpenGL) mode, Half-Life applies texture filtering by default. When the game starts first go to >Options in the menu. In HL1 game's properties tab (>Properties >General >Set launch options) OpenGL with bilinear texture filtering however, is an. Software mode has the best implimentation of Nearest, and also the best water simulation. Some don't like the texture filtering done by the OpenGL renderer. OpenGL with the nearest option + some AA looks as good (if not better) If my memory hasnt failed me, D3D is the renderer wherein texture filtering actually looks decent.
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