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When implementing a max-texture-detail functionality for a game, which approach is better to use, out of:

  • Setting the D3D11_SAMPLER_DESC::MipLODBias value of a sampler state object, or,
  • Setting the min resource LOD of each texture resource with ID3D11DeviceContext::SetResourceMinLOD()?

I'm thinking it's probably the second option, because using SetResourceMinLOD() means that only the relevant subresource will be uploaded to the video memory, correct?

If that is the case, I assume that setting SetResourceMinLOD() will cause Direct3D to remove unused detail levels from video memory (if necessary) if they're already on there?

Thank you

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1 Answer 1

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SetResourceMinLOD : For Direct3D 11, this functionality is extended from the sampler to the entire resource. Therefore, the application can specify the highest-resolution mip level of a resource that is available for access. This restricts the set of mip levels that are required to be resident in GPU memory, thereby saving memory.

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