Mip Maps (380194)

So, I’m working on a project to be distributed via the web. It’s too big (around 10MB); so I’ve been checking out the textures closely and optimizing my poly counts.

As I’ve read the documentation, it mentions there is a 33% overhead for Mip Maps. Could I significantly reduce my project size by eliminating the generation of Mip Maps? What would be the drawbacks of this?

Mipmaps can mean the difference between 10 fps and 40 fps (mipmaps on is faster).

Seems like there aught to be a way to generate them at load time, although I don’t know how that would be done or how long it add to your load time.

Mipmaps are very important for performance if you have a large scene. However, if you have a small scene where all of your textures are visible at once up close then mipmapping isn’t helping you at all AFAIK. Turning them off certainly reduces file size so experiment with both methods and see what works best for your scenario.

Thanks for the guidance there. Is there someway to turn the Mip Maps off for all textures at once (so I don’t have to experiment by turning every one off one at a time)?

The very first things to check:

  1. when building the game, Unity prints the sizes of all assets used in the game, sorted by type and by size. You can see the console log using Console.app (usually in /Applications/Utilities). Start optimizing the largest ones!

  2. make sure to turn on texture compression.