Mipmaps
Summary
All textures require MipMaps pre-scaled versions for distance rendering with a Minimum MipMap Size of 4px and maximum count enabled. This section explores MipMap mechanics, their role in performance and quality, and provides a detailed setup guide with formulas and troubleshooting advice. Another way to think of MipMaps is to think of them as LODs for textures.
MipMaps are a series of progressively smaller texture copies (e.g., 1024x1024, 512x512, 256x256, down to 4x4). GTA V uses them to:
Improve Visuals: Prevent aliasing or shimmering on distant objects.
Boost Performance: Render lower-resolution MipMaps for faraway assets, reducing GPU load. Without MipMaps, textures can look jagged or overly sharp at a distance, taxing system resources unnecessarily.
MipMap Chart:
4x4: 1
8x8: 2
16x16:3
32x32: 4
64x64: 5
128x128: 6
256x256: 7
512x512: 8
1024x1024: 9For non-square textures, you should use the lowest size for mipmaps for example 256x128 would have 6 mipmaps.
You can set Photoshop to automatically select the right amount of MipMaps. When exporting to DDS, change the Minimum Mipmap Size to 4 px, and the Maximum Mipmap Count to Max
Formula: Number of levels = log₂(max dimension) + 1. For 1024: log₂(1024) = 10, +1 = 11 levels (but capped at 4px minimum).
Setting Mipmaps
Open Export Window: In Photoshop, go to File > Save As > Save as DDS.
Enable MipMaps: Check “Generate MipMaps.”
Set Minimum Size: Adjust “Minimum MipMap Size” to 4px (ensures smallest level is 4x4).
Maximize Count: Leave “MipMap Levels” at “All” or the maximum for your texture size.
Export: Save the DDS file and verify MipMaps in OpenIV (look for multiple texture levels).
Use “Kaiser” filtering in the for smoother MipMap scaling (default is “Box”).

Why 4px Minimum?
A 4x4 MipMap is small enough to optimize distant rendering without wasting memory on imperceptible detail (e.g., 1x1).
It aligns with GTAV’s rendering pipeline.
Performacnce Impact
A 512x512 texture with MipMaps uses ~1.33x the file size of one without (e.g., 170KB vs. 128KB), but saves GPU resources during gameplay.
Skipping MipMaps forces full-resolution rendering at all distances, spiking VRAM usage.
Common issues
Blurry Distant Textures: Minimum size too low (e.g. 2px); reset to 4px.
Shimmering Edges: MipMaps not generated; re-export with the option enabled.
File Size Too Large: Check if unnecessary levels were added; cap at 4px minimum.
Proper MipMap setup ensures your textures look great at any distance while keeping the game running smoothly.
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