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Per Apple Metal + Android Vulkan docs, MIPMAPS on mobile texture units are critical for which reason?
AReduce CPU work for the depth buffer per frame
BImprove anti-aliasing on edges always by 4×
CLower the VRAM allocation by exactly 75% each level
DReduce texture-fetch bandwidth on minified samples
Answer & Solution
Correct answer: D. Reduce texture-fetch bandwidth on minified samples
Mali optimisation guide + Apple Metal Best Practices: without mipmaps, fragment shaders fetch high-res texels for far surfaces — wasted bandwidth + aliasing. Mips fix both.
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