Anisotropic Textures problem

Hi,

In my quality settings, it is set to Per Texture,

Also I only use it one of my textures, it is set to highest to 16. It work on the editor but doesn’t work on devices (samsung s3 and samsung s6). Texture is starting to get blurred quickly. It’s like it is set to 2 instead of 16.

Is this a bug? How do I make it look like it looks in the editor.

Thanks

Some of the mobile devices do not support anisotropic textures (mostly because patents). So yeah there isn’t much you can do.

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Thank you very much Aras for your reply.

To let any other people know how to deal with it, I disabled mipmaps for my most seen textures, It sure uses more gpu memory but I had some spare memory even on lower end devices so I should be ok.

So you can disable mipmaps for most used/seen textures if you don’t have gpu memory problems with your project.

Disabling mipmaps actually uses less memory, but way more memory bandwidth during rendering. I.e. it can run much slower.

Another alternative is to use a small negative mipmap bias – but on mobile devices, you can’t just set mipmap bias on the texture (neither OpenGL ES nor Metal support it). So you have to use tex2Dbias in the shader with a bias value of -0.5 or similar. This will slightly sharpen the apparent look of the textures.

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What is memory and memory bandwith in that sentence? First, do you refer to gpu memory as you say disabled mipmaps uses less memory or the ram? I understand it as gpu memory.

If it’s GPU, how do we measure the bandwith usage of the game? I could not find info about this from Unity manual. It just shows processing times.

How do I understand if my game’s performance is bound by memory or bandwith usage?

If it’s RAM, it only shows mb infos on the profiler, do I have to multiply it with the frame rate to get the bandwith?

As for second paragpraph of yours, only thing I understood is that I have to learn how to use tex2dbias method in my shaders :slight_smile: It’s advanced information for me to understand. I just started learning shader programming but I noted that suggestion, I will look into it when I have more knowledge.

Thank you very much Aras for taking your time to answer my questions. Much appreciated

Mipmaps indeed use 33% more GPU memory, since you’re not only storing your base texture (say 1024x1024), but also the smaller versions of it (full chain from 512x512, 256x256, 128x128, etc. down to 1x1). More data to store, more memory required. :slight_smile:

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