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![]() | Re: Opinion Poll: File Size vs Loading Time? | |
![]() | Posted By: treellama | Date: 9/22/06 2:14 a.m. |
![]() | In Response To: Re: Opinion Poll: File Size vs Loading Time? (Forrest of B.org) : I just wish I could do good quality batch converts to it on my Mac. I still
To be honest, I was hopeful that Aorta would do a better job compressing them. It still looks good most of the time, but it doesn't nail each and every texture like nvidia's tools do. I could add a batch convert, so your testing would at least accurately reflect load times and framerates, even if the image quality isn't the super highest. Many games use Aorta's way of compressing their textures. I think you can see now why I picked the format I did, even if the Mac tools aren't there yet. For high res textures and 3D games, there's really no other choice. : Until there's a Mac program that will let me batch convert hundreds of files
An uncompressed format like BMP might load faster than PNG. Since you already distribute the alpha releases compressed, no point making Aleph One do the decompression each time it loads textures when disk space is so cheap. PNG and BMP are the same size in a zip file. : I don't see a difference, but then I don't know what I'm looking for. Here's
: What's the fix supposed to fix, anyway? Geforce cards (all the way up to the FX) have a bug with DXTC1 (which is what I use for wall textures without masks, and landscapes) where they only use 16-bit color for the second pair of colors in each block, instead of 32-bit color. This can cause banding in textures with color gradients. You don't seem to have any textures like this, and the nvidia tools dither textures to make the banding less noticeable too. Aleph One's geforce fix adds an opaque alpha channel and tells the video card the textures are DXTC3, which the bug doesn't affect for some reason. DXTC3 textures are twice as big as DXTC1, so if you can't see a difference, leave the fix off.
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