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	<title>Mipmapping - Revision history</title>
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	<updated>2026-04-13T01:43:39Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://www.gamedevelopment.wiki/index.php?title=Mipmapping&amp;diff=116&amp;oldid=prev</id>
		<title>Admin: Created page with &quot;A rendering technique that uses precomputed, lower-resolution versions of textures for objects farther from the camera, improving performance and reducing aliasing (jagged edges). In Horizon Forbidden West, mipmapping ensures distant mountains render efficiently without sacrificing quality up close. It’s automatically handled by engines but requires texture artists to generate mipmap chains, balancing file size and visual fidelity.&quot;</title>
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		<updated>2025-05-24T19:54:15Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;A rendering technique that uses precomputed, lower-resolution versions of textures for objects farther from the camera, improving performance and reducing aliasing (jagged edges). In Horizon Forbidden West, mipmapping ensures distant mountains render efficiently without sacrificing quality up close. It’s automatically handled by engines but requires texture artists to generate mipmap chains, balancing file size and visual fidelity.&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;A rendering technique that uses precomputed, lower-resolution versions of textures for objects farther from the camera, improving performance and reducing aliasing (jagged edges). In Horizon Forbidden West, mipmapping ensures distant mountains render efficiently without sacrificing quality up close. It’s automatically handled by engines but requires texture artists to generate mipmap chains, balancing file size and visual fidelity.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
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