FOnline Development > 3D Development
Questions and Answers 3D (read the first post before asking a question)
pistacja:
JPEG only saves space on the disc, in memory it take just as much ram as a uncompressed BMP (8 bit per channel x texture resolution, something like 0.7 MB for a 512x512 texture). But there's a compression algorithm that uses the gpu hardware to decompress images on the fly from ram, so a texture can be stored (and send) to the gpu compressed. It can save (in theory) 3/4 to 7/8 of total memory used by textures... but the most popular format (dds) also stores mip-maps so the save on memory is not that big.
Karpov:
I didn't know that. so...you think dds would be the best choice? what file size does it have compared to the JPG? let's say, a 256x256 texture. Good info. 8)
pistacja:
This is the best info I found:
http://forums.relicnews.com/showthread.php?62051-Decal-Texture-study-TGA-vs-DXT3-vs-DXT5
256 * 256:
DXT: 85.4K
TGA: 256K
Luther Blissett:
It might depend on the engine, and this info might be a few years old now (and might not be 100% accurate) :
DDS - small size on disc, small size in memory
PNG - small size on disc, normal size in memory
TGA - large size on disc, normal size in memory
JPG - small size on disc, large size in memory, no alpha channel
BMP - large size on disc, normal size in memory, no alpha channel
I can't remember any specific numbers though - but something about graphics cards could read DDS without needing to uncompress it, which meant it used a lot less memory in game.
Within DDS :
DXT1 - alpha on /off (100% or 0% solid - can't have 50% or any other number)
DXT3 - alpha variable (100 - 0% solid - i.e. 50% here, 30% there is okay)
DXT5 - alpha variable (100 - 0% solid - i.e. 50% here, 30% there is okay)
I can't remember the difference between dxt3 and dxt5, or if there are other (or newer) dxt numbers available.
[edit] In pistacja's link above, it shows dxt5 has a smoother alpha
I don't know if you'll need alpha channels, or if the engine supports it even. Could it be useful for death animations (i.e. a hole shot in the chest), or having a damaged / blood layer on the models to show injury?
Jimmy BoyX:
Sorry for annoying question but how many animations are done? How many are making?
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