I can only assume most of the shimmering you were noticing was from non-mipmap textures. If you are using the DDS pack I linked above, then yes I included mipmaps for the textures that can use them, but even these can still shimmer if they are too big.
Not all textures can use mipmaps, only textures with "m" in the name. Dolphin will dump textures with this m, using my example before: tex1_128x128[color=#3366cc]_m_[/color]951d4c672173f470_14 can have several resolutions (layers) of the same texture that are displayed based on the camera depth. The farther away, the smaller the texture, the less "shimmer" you will notice because the texture is much less detailed. Because we are playing this game at a resolution it was never intended to be played at, textures that Nintendo deemed did not need mipmaps, could now benefit from them at PC resolutions. If a texture dumps without the "m", as inĀ tex1_128x128_951d4c672173f470_14, it can't use mipmaps, which is a lot of mario galaxy environment textures.
I should reiterate what I mean by "Adding IR won't help here". You aren't defeating the shimmering for these textures by increasing the IR, they will still shimmer just as much. It just becomes much less noticeable because you're increasing how many pixels can be used in the down scaled result. Distant non-mipmap textures will still look too sharp, and when moving the camera they will still look glittery. Proper mipmaps gives a consistent and much better result, they just can't be used for all textures. A higher resolution monitor will somewhat defeat the problem, because there is less smooshing in the distance, but closer up will lose detail.
Also keep in mind mipmaps won't completely solve the problem (if it is an "m" texture) if the top layer is immense, which results in the next few layers also being immense, but way off in the distance it will look ok. Increasing the IR will greatly reduce shimmering in this case (but it will still be present), the more ideal solution would be slightly smaller textures/mipmaps. The main point I was trying to make is you can never completely eliminate it with non-mipmap textures (as you are visually still experiencing 20-40% of the shimmering u were seeing), so it's kind of a "deal with it" situation.
Sorry for the rant, I like to blab sometimes. All this makes me wonder if it's possible for a Dolphin feature to force a texture to use mipmaps.
Not all textures can use mipmaps, only textures with "m" in the name. Dolphin will dump textures with this m, using my example before: tex1_128x128[color=#3366cc]_m_[/color]951d4c672173f470_14 can have several resolutions (layers) of the same texture that are displayed based on the camera depth. The farther away, the smaller the texture, the less "shimmer" you will notice because the texture is much less detailed. Because we are playing this game at a resolution it was never intended to be played at, textures that Nintendo deemed did not need mipmaps, could now benefit from them at PC resolutions. If a texture dumps without the "m", as inĀ tex1_128x128_951d4c672173f470_14, it can't use mipmaps, which is a lot of mario galaxy environment textures.
I should reiterate what I mean by "Adding IR won't help here". You aren't defeating the shimmering for these textures by increasing the IR, they will still shimmer just as much. It just becomes much less noticeable because you're increasing how many pixels can be used in the down scaled result. Distant non-mipmap textures will still look too sharp, and when moving the camera they will still look glittery. Proper mipmaps gives a consistent and much better result, they just can't be used for all textures. A higher resolution monitor will somewhat defeat the problem, because there is less smooshing in the distance, but closer up will lose detail.
Also keep in mind mipmaps won't completely solve the problem (if it is an "m" texture) if the top layer is immense, which results in the next few layers also being immense, but way off in the distance it will look ok. Increasing the IR will greatly reduce shimmering in this case (but it will still be present), the more ideal solution would be slightly smaller textures/mipmaps. The main point I was trying to make is you can never completely eliminate it with non-mipmap textures (as you are visually still experiencing 20-40% of the shimmering u were seeing), so it's kind of a "deal with it" situation.
Sorry for the rant, I like to blab sometimes. All this makes me wonder if it's possible for a Dolphin feature to force a texture to use mipmaps.