Mipmaps explained for FiveM texture artists
Mipmaps are smaller versions of a texture stored in the same DDS. They cost one third more memory but make distant surfaces look stable, reduce GPU work and let the game stream a low-resolution version first. Always export DDS textures with a full mip chain (texconv -m 0, or “generate mip maps” in Paint.NET/GIMP).
A mipmap chain is a set of pre-shrunk copies of a texture: 1024, 512, 256, and so on down to a few pixels. The game uses the small copies when an object is far away. Textures without them shimmer, sparkle and stream badly — and some tools quietly drop them on export.

#What the chain looks like
| Level | Size (from 1024) | Share of memory |
|---|---|---|
| 0 | 1024 × 1024 | 75% |
| 1 | 512 × 512 | 18.8% |
| 2 | 256 × 256 | 4.7% |
| 3 | 128 × 128 | 1.2% |
| 4+ | 64 … 4 | < 0.4% |
The whole chain adds about one third to the base level, because each level is a quarter of the one before.
#Why they matter
- No shimmer: without mips, a distant surface samples random texels each frame and sparkles.
- Performance: small mips read less memory for far objects.
- Streaming: the game can show a low mip first while the full texture loads.
#Generating mipmaps
texconv -f BC7_UNORM -m 0 -y -o out texture.png- Paint.NET: Save as DDS → tick “Generate Mip Maps”.
- GIMP: Export as DDS → Mipmaps: “Generate mipmaps”.
- CodeWalker/OpenIV importers keep the mips that are in the DDS — they do not add missing ones.
#Spotting missing mipmaps
Walk away from the weapon or prop: if fine details turn into noisy sparkles instead of softening, the mips are missing. In CodeWalker’s texture viewer, the mip count is shown per texture. Formats and sizes: DDS formats and texture resolution.
Questions
Do FiveM textures need mipmaps?
How much memory do mipmaps add?
How do I add mipmaps to a DDS?
texconv -m 0 or Paint.NET’s “Generate Mip Maps”.Why does my texture sparkle when far away?
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- The map modding glossary38 terms — file formats, radar parts, framework words — each with a one-line answer first.