Textures


Mipmaps

Texture size is generally not a performance issue as long as a mipmap chain is present. Not providing mipmap chains, or not setting appropriate filter modes, will impact performance significantly.

When possible, it's recommended that you create mipmaps for all textures, and use an appropriate mip-selecting filter mode.

Texture Filter Modes

Bilinear filtering (within a single mip-level) is free on Tegra, trilinear comes with a (moderate) performance cost.

Use trilinear filtering only when necessary, to improve visual quality. This typically occurs on landscape meshes with large oblique polygons.

Tegra supports anisotropic filtering with up to 16 samples. It's recommended that anisotropic filtering be used only when absolutely necessary, to reduce visual artifacts.

Texture Formats

Texture fetch bandwidth can significantly impact performance. We support a wide range of compressed and single/dual channel texture formats to help reduce this load.

Note that blanket use of 8/16bit component rgba format assets will impact performance considerably.

A high-level issue is identified in directed test.

Dynamically Updated Textures

The presence of a possible performance issue here can be verified by looking at the dynamic texture indicator, in the dashboard. (Status bar, lower right).

To identify the specific drawcalls responsible for the issue, the same process used to identify VBO lock-down is required; see the section on Dynamically Modified VBO's.


NVIDIA® GameWorks™ Documentation Rev. 1.0.200605 ©2014-2020. NVIDIA Corporation. All Rights Reserved.