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Jet Megatextures Demo for ESP32-S3

Jet Megatextures Demo for ESP32-S3

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Michael Biggins demonstrated mipmapping, a level-of-detail rendering technique, on the ESP32-S3 microcontroller using his custom Jet rendering engine. To accommodate the limited 16 MB of PSRAM on the device, the textures were compressed to 8-bit indexing, reducing the total size to approximately 5.01 MB. This project highlights the ESP32-S3's capability to perform 3D rendering comparable to 1990s consoles despite lacking a dedicated GPU.

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Original publisherHackaday
Canonical URLhttps://hackaday.com/2026/09/28/jet-megatextures-demo-for-esp32-s3/
Publication timeMon, 28 Sep 2026 15:30:00 +0000
Retrieval time2026-09-28T15:40:12.102Z
Last seen2026-09-28T15:40:12.102Z
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Basis: Derived from the published RSS/Atom feed. Contact: [email protected]. Reviewed: 2026-07-24.

Opening excerpt (first ~120 words) tap to expand

Jet Megatextures Demo For ESP32-S3 No comments by: Maya Posch September 28, 2026 Title: Copy Short Link: Copy Mipmapping is a good way to add a lot more detail to a 3D scene without overburdening the rendering hardware with detail that won’t be seen by the user. This level-of-detail rendering technique was demonstrated on the N64 console hardware a few years ago by [James Lambert] with [Michael Biggins], also known as [PhonicUK], now demonstrating it on the ESP32-S3 using his own Jet rendering engine. Although level-of-detail rendering really speeds things up, it does also require far larger texture sizes, with [James]’s N64 demo taking up 40 MB of a 64 MB cartridge.

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