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To my knowledge these do not have an impact on performance. The mip should already be generated with texture compression, these settings are just referring to what should happen to the mip to potentially improve visual quality. These are up to you and the nature of the texture. Sharpening can help keep small-scale details visible at longer distances, but can also create moire patterns and unwanted flickering. You just have to see what works best.
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This is identical to the Max Texture Resolution option, but I think LOD Bias is controllable through platform configs so Xbox can get a lower texture compared to PC. I don’t think Max Resolution was available in that manner the last time we checked. It just offsets your texture resolution, you won’t get the original res.
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Nothing, if your texture is already a power of 2. This is only for the textures that aren’t a power of 2. If you have a texture like that, you can set them and see what it does. Again, just depends on the texture and the usage.
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This is set based on your own requirements for performance. It’s a good way to control a group of textures. I forgot where the ini file is, but there is one that specifies the mipmap settings, filtering, max resolution, etc. They’re all really similar by default though.
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