I think this is the proper place to post this since it deals with the way Dolphin is currently handling mipmaps. Basically I want to point out a serious flaw which may currently be perceived as an "enhancement", but in my opinion this is not the case. If anything, I would call this a bug.
So to get right down to the issue: depending on the IR setting, Dolphin will load different mipmap levels at different distances. This is great for the game's stock textures, and it's great that Dolphin can now detect arbitrary mipmaps and load them at fixed perspectives, but this is VERY BAD for custom textures. Allow me to make my case.
CASE 1: LOADING THEM FURTHER BASED ON IR DOES NOT IMPROVE IMAGE QUALITY
In fact, it actually has a negative impact on quality. I will start with a texture and mipmaps idenitified with colors and the levels in text.
![[Image: X0706pv.jpg]](https://i.imgur.com/X0706pv.jpg)
Loading them into the game, resolution set to 1x IR, everything is as expected.
![[Image: Z0qVqFJ.jpg]](https://i.imgur.com/Z0qVqFJ.jpg)
Now let's crank up the IR to 4x. Suddenly, we no longer even see past level 1. This creates a "shimmer zone" between about the 2nd and 4th rows of the "Level 0" mipmaps all the way out to where Level 1 finally starts. The nearest row does not display shimmer since it is closest to the camera.
![[Image: T93O3Tf.jpg]](https://i.imgur.com/T93O3Tf.jpg)
Cranking up the resolution to 8x and we may as well not even have mipmaps. This creates a LOT of shimmer. This is not an improvement to visual quality.
![[Image: XhwrZwJ.jpg]](https://i.imgur.com/XhwrZwJ.jpg)
CASE 2: NO ABILITY TO CONTROL CUSTOM ARBITRARY MIPMAPS
A long time ago a contributor the Xenoblade pack decided to use mipmap effects in Xenoblade. This was a great idea, but now as hardware is getting stronger, 4k is a thing, 3x and 4x IR may not be the top end anymore, etc.. It's easy to see that his effects are now unpredictable.
This window for example, should have a glare from a distance that disappears as you get near it. At 2x IR, the glare is easily visible.
![[Image: MYKvexc.jpg]](https://i.imgur.com/MYKvexc.jpg)
Bump it up to 4x IR, and the glare is still there but it has faded a bit. The only reason we can still see it, is because of some trickery I did to extend that mipmap to one more layer.
![[Image: KJg0Dcy.jpg]](https://i.imgur.com/KJg0Dcy.jpg)
Bump it up to 8x IR, and the effect is completely gone. Looking closely at some of the other environments, you can clearly see some of the other dynamic effects also fade in and out of existence (like the railing and the back wall to the right).
![[Image: mwLb9JI.jpg]](https://i.imgur.com/mwLb9JI.jpg)
CASE 3: REPLACING ARBITRARY MIPMAPS IS IMPOSSIBLE TO GET THE ORIGINAL EFFECT
So now we come to the issue which made me realize Dolphin is doing this all wrong. As we all know, Super Mario Galaxy uses mipmap effects. An example is this sky texture which has the final few mipmaps completely black (which in this case means transparent).
![[Image: nPbAXxK.jpg]](https://i.imgur.com/nPbAXxK.jpg)
I believe razius retextured this, but the result without mipmaps is less than ideal...
![[Image: U14c6r1.jpg]](https://i.imgur.com/U14c6r1.jpg)
So I added arbitrary mipmaps, which at 2x IR looks pretty great and very close to how the original textures look.
![[Image: f3TQUSm.jpg]]](https://i.imgur.com/f3TQUSm.jpg])
Unfortunately, the quality starts to degrade at 4x IR and original effect is now gone.
![[Image: dsqcyOK.jpg]]](https://i.imgur.com/dsqcyOK.jpg])
CASE 4: NOT CONVINCED YET?
I thought it would be cool to create a simple texture for this area in Super Mario Galaxy 2. Unfortunately, I was not able to do this.
![[Image: ZkuQ2kB.jpg]]](https://i.imgur.com/ZkuQ2kB.jpg])
The next set of images is this same texture at 2x IR, 4x IR, and 8x IR.
![[Image: Myh4YVC.jpg]]](https://i.imgur.com/Myh4YVC.jpg])
![[Image: dEULNUN.jpg]]](https://i.imgur.com/dEULNUN.jpg])
![[Image: 4PV56Wz.jpg]]](https://i.imgur.com/4PV56Wz.jpg])
And if we don't use arbitary mipmaps at all, we get this mess.
![[Image: X6NGVzm.jpg]]](https://i.imgur.com/X6NGVzm.jpg])
THE CONCLUSION
The way Dolphin handles mipmaps for custom textures seems very wrong. It does not enhance the quality at all (rather it creates shimmer), and it does not allow any control over mipmap effects as they are unpredictable at different IR settings. I think that custom texture mipmaps should follow the same rules as arbitary mipmaps, and load at the same distances as 1x IR. I don't even know if that is possible or not, but I figured it was worth a mention because the way Dolphin is handling mipmaps for custom textures just seems wrong. The current method is fine for the game's default textures, as it does increase the image quality. But for custom textures.. it's just a nuisance.
So to get right down to the issue: depending on the IR setting, Dolphin will load different mipmap levels at different distances. This is great for the game's stock textures, and it's great that Dolphin can now detect arbitrary mipmaps and load them at fixed perspectives, but this is VERY BAD for custom textures. Allow me to make my case.
CASE 1: LOADING THEM FURTHER BASED ON IR DOES NOT IMPROVE IMAGE QUALITY
In fact, it actually has a negative impact on quality. I will start with a texture and mipmaps idenitified with colors and the levels in text.
![[Image: X0706pv.jpg]](https://i.imgur.com/X0706pv.jpg)
Loading them into the game, resolution set to 1x IR, everything is as expected.
![[Image: Z0qVqFJ.jpg]](https://i.imgur.com/Z0qVqFJ.jpg)
Now let's crank up the IR to 4x. Suddenly, we no longer even see past level 1. This creates a "shimmer zone" between about the 2nd and 4th rows of the "Level 0" mipmaps all the way out to where Level 1 finally starts. The nearest row does not display shimmer since it is closest to the camera.
![[Image: T93O3Tf.jpg]](https://i.imgur.com/T93O3Tf.jpg)
Cranking up the resolution to 8x and we may as well not even have mipmaps. This creates a LOT of shimmer. This is not an improvement to visual quality.
![[Image: XhwrZwJ.jpg]](https://i.imgur.com/XhwrZwJ.jpg)
CASE 2: NO ABILITY TO CONTROL CUSTOM ARBITRARY MIPMAPS
A long time ago a contributor the Xenoblade pack decided to use mipmap effects in Xenoblade. This was a great idea, but now as hardware is getting stronger, 4k is a thing, 3x and 4x IR may not be the top end anymore, etc.. It's easy to see that his effects are now unpredictable.
This window for example, should have a glare from a distance that disappears as you get near it. At 2x IR, the glare is easily visible.
![[Image: MYKvexc.jpg]](https://i.imgur.com/MYKvexc.jpg)
Bump it up to 4x IR, and the glare is still there but it has faded a bit. The only reason we can still see it, is because of some trickery I did to extend that mipmap to one more layer.
![[Image: KJg0Dcy.jpg]](https://i.imgur.com/KJg0Dcy.jpg)
Bump it up to 8x IR, and the effect is completely gone. Looking closely at some of the other environments, you can clearly see some of the other dynamic effects also fade in and out of existence (like the railing and the back wall to the right).
![[Image: mwLb9JI.jpg]](https://i.imgur.com/mwLb9JI.jpg)
CASE 3: REPLACING ARBITRARY MIPMAPS IS IMPOSSIBLE TO GET THE ORIGINAL EFFECT
So now we come to the issue which made me realize Dolphin is doing this all wrong. As we all know, Super Mario Galaxy uses mipmap effects. An example is this sky texture which has the final few mipmaps completely black (which in this case means transparent).
![[Image: nPbAXxK.jpg]](https://i.imgur.com/nPbAXxK.jpg)
I believe razius retextured this, but the result without mipmaps is less than ideal...
![[Image: U14c6r1.jpg]](https://i.imgur.com/U14c6r1.jpg)
So I added arbitrary mipmaps, which at 2x IR looks pretty great and very close to how the original textures look.
![[Image: f3TQUSm.jpg]]](https://i.imgur.com/f3TQUSm.jpg])
Unfortunately, the quality starts to degrade at 4x IR and original effect is now gone.
![[Image: dsqcyOK.jpg]]](https://i.imgur.com/dsqcyOK.jpg])
CASE 4: NOT CONVINCED YET?
I thought it would be cool to create a simple texture for this area in Super Mario Galaxy 2. Unfortunately, I was not able to do this.
![[Image: ZkuQ2kB.jpg]]](https://i.imgur.com/ZkuQ2kB.jpg])
The next set of images is this same texture at 2x IR, 4x IR, and 8x IR.
![[Image: Myh4YVC.jpg]]](https://i.imgur.com/Myh4YVC.jpg])
![[Image: dEULNUN.jpg]]](https://i.imgur.com/dEULNUN.jpg])
![[Image: 4PV56Wz.jpg]]](https://i.imgur.com/4PV56Wz.jpg])
And if we don't use arbitary mipmaps at all, we get this mess.
![[Image: X6NGVzm.jpg]]](https://i.imgur.com/X6NGVzm.jpg])
THE CONCLUSION
The way Dolphin handles mipmaps for custom textures seems very wrong. It does not enhance the quality at all (rather it creates shimmer), and it does not allow any control over mipmap effects as they are unpredictable at different IR settings. I think that custom texture mipmaps should follow the same rules as arbitary mipmaps, and load at the same distances as 1x IR. I don't even know if that is possible or not, but I figured it was worth a mention because the way Dolphin is handling mipmaps for custom textures just seems wrong. The current method is fine for the game's default textures, as it does increase the image quality. But for custom textures.. it's just a nuisance.