Re: CORE Radar truck +1
Posted: 21 Dec 2008, 21:28
if he is like me, he probably collapses expands collapses as he goes, I usually stay within 3 layers for each texture and when I am done I collapse it all.
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
My experience is that DXT3 has a much better alpha channel quality than DXT5, with dithering it gives a more than useable result. Also why use 512^2 for texture2? 256 and 128 are more than enough for it.MR.D wrote:I should probably just go back to using Dxt-3 for Texture 1, and Dxt-1 explicit(1bit alpha) for texture2, like on my earlier models such as the Instigator and Goliath, which at 512x512 each texture was around 513-450 kb, but the alpha channel and overall texture got grainy.
Really? In version 3493 the 1024x1024 version is included - must have been updated in the meanwhile...MR.D wrote:The CA guys already scaled it down to a 512x512 for both on the ingame model.
Yeah - Spring's really something that doesn't need the latest hardware so breaking the 256MB limit sure is a sad thing but in the end I see no real solution for games with unit numbers in TA scale. The problem might be though that with 300+ units even 512MB starts running short...MR.D wrote:Now that isn't bad if you're comparing to most modern games nowadays, especially Supcom that uses multiple layers + normal maps, but for spring it might be a bit expensive, meh.![]()
Wait... what? 512x512 textures are ok, 256 is too less.Yeah - Spring's really something that doesn't need the latest hardware so breaking the 256MB limit sure is a sad thing but in the end I see no real solution for games with unit numbers in TA scale. The problem might be though that with 300+ units even 512MB starts running short...![]()
Not really, if I have 30 a.k.'s they all have the same texture map.300+ units even 512MB starts running short...
he meant distict units as in 29 of the other units are NOT aks.Hoi wrote:Not really, if I have 30 a.k.'s they all have the same texture map.300+ units even 512MB starts running short...
And when all ta units have been redone a bad computer is much better than a bad computer now.
I wasn't talking about texture sizes in that part but just about video ram...Hoi wrote:Wait... what? 512x512 textures are ok, 256 is too less.
Of course units share texture maps - without that we'd have a horrible situation. I also wouldn't think that in like 5 years 256MB of video ram has become an oddity. When looking at the Steam reports for example where you probably will end up with a rather high portion of so called "gamers" less than 40% have 512+MB cards. Look at how many players around here play on Durons & stuff and depending on the mod/map even 512MB might become an extremely tight budget for mods with 300+ units - not that this is going to be a problem in the next few days but it's something to think of in the long term...Hoi wrote:Not really, if I have 30 a.k.'s they all have the same texture map.
And when all ta units have been redone a bad computer is much better than a bad computer now.