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Bug #21278

Updated by Erazerbaisk over 3 years ago

I assume it's because of the worldscale KSP is built at, but the default Unity Mipmap transitions happen far too close to the camera. This results in very visible texture popping at very short distances. The quickest VPN full texture is only loaded in when you're extremely close to the camera, which is either impossible in the editor, or impractical during flight. At reasonable playable distances often the third or fourth mipmap is active, which is either a quarter or an eighth of the intended resolution of the part.

As an example, I've edited a command pod (that has a high res texture, 2048px by 2048px) so each mipmap has a distinct colour. 1024px is purple (first mipmap, half res), 512px is green (second mipmap, quarter res), 256px is brown (third mipmap, eighth res), 128px is blue (fourth mipmap, sixteenth res).

https://gfycat.com/WeepyInconsequentialJapanesebeetle

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scale at full HD (or higher), the details are noticeably muddy, while the screen resolution has the capacity to display the original texture (or at least a higher res mipmap level).

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