What Affects the SM5 Texture Limit (Besides Actual Textures)?

If we had the option to generate the mip maps with an external tool, half the problem of texture atlas’ would be gone. Using nearest in mip map generation helps, but leaves you with very pixelated mips. I still don’t understand why we do not have an option to import our own mips. is a perfect example for why we need it! Yes, the new for 128 texture samples will be great, but it would not surprise me if there are caveats / strengths to each method, in comparison to each other.

Is related to using Texture Arrays? I may be mixing up the terms, but I recall there being a in the latest DirectX-versions which allows you to fetch texture samples from an array, allowing for a lot more texture samples to be used?

Great work anyhow! I will really appreciate the new support for many texture samples. :slight_smile: