> 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 tha…
in early games it was a metod to save RAM too, for a short time but it did. Because you didn't have to store all mip map parts in the RAM
Of course one can drop the higher resolution textures, but AFAIK that technique came long after mipmapping, as it requires high cpu-to-gpu bandwidth, which wasn't there in the earlier days.