
Jet Megatextures Demo for ESP32-S3
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.
- ▪Michael Biggins demonstrated mipmapping on the ESP32-S3 using his Jet rendering engine.
- ▪The ESP32-S3 has 16 MB of PSRAM, which required texture compression to 8-bit indexing.
- ▪The compressed textures for the demo totaled 5.01 MB in size.
- ▪The demonstration shows the ESP32-S3 can handle 3D rendering tasks similar to 1990s consoles.
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| Original publisher | Hackaday |
| Canonical URL | https://hackaday.com/2026/09/28/jet-megatextures-demo-for-esp32-s3/ |
| Publication time | Mon, 28 Sep 2026 15:30:00 +0000 |
| Retrieval time | 2026-09-28T15:40:12.102Z |
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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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Excerpt limited to ~120 words for fair-use compliance. The full article is at Hackaday.