Originally posted by TopAce
Question 2: Does scaling affect memory usage/Frame per second?
Not system RAM but can save on video memory if scaling down. It still keeps the true image size in memory and just sends the resized image to the video card. Scale up and it takes more video memory, down takes less but the size of the image loaded in RAM stays the same.
Slightly OT but don't want a new post to say it:In testing right now is some rather simple code that unloads ship textures when they are no longer used in a mission. So if you have say a couple of Fenris that die or jump out early in a mission and there aren't any more later on then the memory from those textures is released. This doesn't help on initial memory usage but can be of some help for mission designers.
For instance, you have an intense battle upon entering a mission and the ships involved were destroyed or departed and aren't used later in the mission. The memory used from those ships gets freed and you have to more room to play with things like message anims, sounds, etc. After the battle you could have a period of story/plot work without needing much more, if any, memory than you started with in the first place.
The intent of this code is to expand it to cover more areas and hopefully end up with image/object loading being smarter. This will eventually give us a slightly quicker load time, less memory at start, and lets go of memory we don't need anymore so we can use it for something else. All of this isn't going to be working anytime soon and is a long term goal. The hope though is to give mission designers the freedom to create larger and more complex missions while at the same time having some control, or at least insight, into how the memory footprint is going to behave.