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HLSL Mip Map Levels and Performance

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I am looking to manually change the texture resolution of some of my meshes by accessing Mip Map levels (control the the resolution of the textures ) and currently I am taking my base texture, and using tex2Dbias() within my HLSL pixel shader to access lower level Mip Maps of my base texture, and rendering those at a given Mip Map Level. I am wondering, does doing this lower my actual texture footprint for rendering textures on the screen to improve the performance and framerate, or is it still just accessing the full texture, and just manipulating it. Do I need to physically create lower resolution textures and just pass those into the shader? Thanks. Carradine

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