> How to workaround too little RAM problem? Let’s load pixel graphics if player is far away and call it mip mapping
Hold up, mip mapping is not a way to save RAM in fact it consumes more RAM because not only do you need to have the full-size texture in RAM you also need to keep smaller copies in RAM.
What it does save on is memory bandwidth, because you don't need to sample from the full-size texture for objects that are far away. And it improves visual quality, since you can use expensive scaling algorithms to produce high-quality downscaled copies.
Hold up, mip mapping is not a way to save RAM in fact it consumes more RAM because not only do you need to have the full-size texture in RAM you also need to keep smaller copies in RAM.
What it does save on is memory bandwidth, because you don't need to sample from the full-size texture for objects that are far away. And it improves visual quality, since you can use expensive scaling algorithms to produce high-quality downscaled copies.