This is per-game mod territory, not something DXVK can or should do in any reasonable way whatsoever. Not to mention that throwing mipmaps at something like font atlases seems like a really bad idea anyway.
then your aniso is useless. also, i clearly said excluded on fmvs, 2d menus and everything that isn't a 3D Polygon so why name something that that statement omitted? DGVooDoo2 does this close but not fine tuned, it still misses some polygons. for example in opengl, Luminance, texture level, and draw call geometry are good ways to enforce this across all games. GL_LUMINANCE / GL_ALPHA / GL_LUMINANCE_ALPHA are commonly used for: font atlases (single-channel glyph masks), ui alpha masks, overlays,
some particle effects. whereas 3D model textures are almost always RGB / RGBA / compressed formats (DXT1/DXT5, etc.). 2d content is typically simple quads (4–6 vertices). if the draw call vertex count is low and forms a screen-aligned rectangle, skip mipmap forcing. and as an extra option, you could allow the user indicate a level 0 texture dimension to include for their specific game they are working with something like mipmap.exclusion.above=2046 as an example for fine tuning. Im sure there are dx9, dx11, and vulkan equivalents. I'm asking this because I dont want to keep making separate patches for games that need fixing like ive been doing with some of the squareenix titles so far. you can throw mipmaps on level 0 textures instead of on whole atlases.
also, i clearly said excluded on fmvs, 2d menus and everything that isn't a 3D Polygon so why name something that that statement omitted
Because the game doesn't tell DXVK what a texture is used for, so DXVK has no way of knowing whether a texture is used as a texture of a 3D mesh or as some UI sprite atlas.
I'd like to see some evidence that "most of the time" games actually fuck up mipmapping, because what I see in pretty much every game ever (even old ones) is that they mostly use BCn textures with full mip chain for everything and samplers with the full mip range and no LOD bias. I honestly don't even know what you're on about here.
DGVooDoo2 does this close but not fine tuned, it still misses some polygons.
So if even dgvoodoo with all its insane heuristics etc has problems with that, what exactly makes you think DXVK can do a better job when all we have to work with is shader code and a bunch of buffers that we generally don't know the content of, especially in D3D11 land?
Again, this is mod territory and most definitely not worth creating an insane maintenance nightmare in DXVK for.
an example would be final fantasy xiii series. using aniso from dgvd2 or dxvk, there are still either shimmery characters or still shimmery horizons. I had to go and update ff13fix to fix the issue. World of Final Fantasy also has this issue. As well as the whole early plethora of dynasty warriors games on pc or any early pc game released by tecmo/team ninja
Nothing extracted yet.
Most of the time games dont apply mipmaps properly still having shimmering even when dxvk aniso is on. I would like to request auto generation of mipmaps that are excluded on fmvs, 2d menus, and everything that isn't a 3D polygon.