Author Topic: are insanely large textures really a wise thing to do  (Read 3700 times)

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Offline Nuke

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are insanely large textures really a wise thing to do
im reading alot of posts that are encoraging use of textures 1024*1024 and 2048*2048. i made a skybox that used six 2048*2048. uncompressed, those textures use up well over 75mb of space. my video card has only 64mb of video memory. even compressed they use a good 22mb. i can imagine what is going to happen when you have a skybox, several new ships with huge textures, and all those weapons effects. dont you think memory constraints could cause some real issues down the line.
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are insanely large textures really a wise thing to do
I think that would be a good reason to break out the DDS. Its done wonders for my highres ships and planet.

 

Offline KARMA

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are insanely large textures really a wise thing to do
even the minimum compression ratio of JPGs will cut the size of your images by many times, w/o noticeble quality losses
Also 6 1024x1024 for a skybox sounds good to me, but since I donì't play at very high monitor resolutions it may be harder for me to notice differences

 
are insanely large textures really a wise thing to do
Is there a compressed form of DDS? The huge filesizes might be very compressible for distribution purposes but even single  objects like Omni's Earth model need like 12MB of disk space for their DDS textures.

 

Offline Lightspeed

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are insanely large textures really a wise thing to do
JPGs are stored uncompressed on the video card = they use EXACTLY the same memory as TGA, they only look worse.

The only texture that can be stored in compressed format on modern vid cards is DDS.
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Offline Lightspeed

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are insanely large textures really a wise thing to do
Quote
Originally posted by SadisticSid
Is there a compressed form of DDS? The huge filesizes might be very compressible for distribution purposes but even single  objects like Omni's Earth model need like 12MB of disk space for their DDS textures.


DDS *is* a compressed format :rolleyes:
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Offline KARMA

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are insanely large textures really a wise thing to do
well, I don't know how they are handled by videocards, but a 1024 jpg is around 200k, a 1024 tga is IIRC more than 1mb. I think it was Random Tiger suggesting JPGs for some kind of images, just because their small size.
If when loaded in the video card the have the same size(which mayu happen if they are, for example, converted to bmp) I really don't know
« Last Edit: February 25, 2004, 08:33:15 am by 433 »

 

Offline Bobboau

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are insanely large textures really a wise thing to do
if you want to know how much space a texture is going to take up in memory, simply multiply it's hight by it's width by it's color depth (if you don't know it's 16 bit, that would be the old PCX textures, TGA aand JPG are both 32 bit) the only exeption would be the dds compressed textures.
so a 1024X1024 32bit picture would be 33,554,432 bits
divide that by 8 any that's how many bytes you have, 4,194,304, so about 4.2 megabytes
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Offline diamondgeezer

are insanely large textures really a wise thing to do
What do I need to know about converting stuff to DDS? Simple as just saving in the format?

 

Offline aldo_14

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are insanely large textures really a wise thing to do
Quote
Originally posted by diamondgeezer
What do I need to know about converting stuff to DDS? Simple as just saving in the format?


Mip-map & the encoding settings, IIRC.

 

Offline Lightspeed

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are insanely large textures really a wise thing to do
Caution with DDS though, the compression might have bad results, you'll have to do a visual checkup after conversion.
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Offline Flipside

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are insanely large textures really a wise thing to do
6 x 2048 x 2048 textures sounds severely like overkill for a skybox anyway, this is a game, not a professional rendering package.

 

Offline Bobboau

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are insanely large textures really a wise thing to do
you'd be suprised
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Offline Flipside

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are insanely large textures really a wise thing to do
Oh, I'm not saying it's impossible, I'm saying it's implausable. Even with DDS, 6 textures of that size are certainly going to take up half the memory on a 32Mb card, just for the background?

 

Offline Nuke

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are insanely large textures really a wise thing to do
so i take it dds is the preferable format to use then. i just downloadind a dds plugin for photoshop.

*runs off to start converting all his tga textures*
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Offline KARMA

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are insanely large textures really a wise thing to do
what happen btw if dds is not suuported by vidcard?

 

Offline Nuke

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are insanely large textures really a wise thing to do
ok, im officially confused. i got the nividia plugin and upon hitting the save button i was greeted with an entire page full of check boxes and option buttons. which ones should i select and which ones should i be afraid of?
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Offline Lightspeed

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are insanely large textures really a wise thing to do
Be afraid of DDS.

Use TGA whenever possible.
Modern man is the missing link between ape and human being.

 
are insanely large textures really a wise thing to do
6x DDS textures bad? My earth model used 8x 2048x2048 textures. I attempted using TGA's for it, and I got a severe performance hit. 60fps less than the DDS for some reason. I suspect its the compression that gives me the performance.

Do NOT be afraid of DDS is you're using high resolution textures. TGA is great for 1024x1024 and below. DDS for 2048x2048 and above.

 

Offline Lightspeed

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are insanely large textures really a wise thing to do
DDS is for 2048x2048+ textures with lots of stuff inside (rocks, meteor textures, etc) and no colour fades.
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