Direct Draw Surface (DDS)?
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Direct Draw Surface (DDS)?
I don´t know if this is supported. I don´t know if it is usefully for us. Many commercial games are using .dds.
I´m using Gimp + a .dds exporter that I found in the Internet. But the plugin is not really good. Saving is available for all formates and auto generation of mipmaps. But loading does not work correctly in Gimp.
If someone knows a good .dds plugin for gimp, please let me know.
To make it clear, which formates and compression can I use in .dds?
If someone knows a good .dds plugin for gimp, please let me know.
To make it clear, which formates and compression can I use in .dds?
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
I did a big test on this way back when, posted screenies and everything..
maybe it was shear luck, maybe it was my hardware, hell, maybe it was god... I dunno,
but I got about 3% more FPS with TGA textures mapped on >300 on screen features, than I did with the exact same map, and features, mapped with exactly same x,y sized maps that were .dds ....
frankly, I believe that the TGA maps are more efficient with spring, until someone in the coding part of the game, figure out what line they are missing to get the .dds to work right...
and the TGA has far superior clarity on graphics...
the PNG, meh, its really not much of a tradeoff in any direction from TGA.
all in all, the greatest difference was about 3% and well, thats basically negligable.. take your pick on whatever you decide to use...
Facet count, and overall texturesize are what kill the engine on spring, not the image format....
maybe it was shear luck, maybe it was my hardware, hell, maybe it was god... I dunno,
but I got about 3% more FPS with TGA textures mapped on >300 on screen features, than I did with the exact same map, and features, mapped with exactly same x,y sized maps that were .dds ....
frankly, I believe that the TGA maps are more efficient with spring, until someone in the coding part of the game, figure out what line they are missing to get the .dds to work right...
and the TGA has far superior clarity on graphics...
the PNG, meh, its really not much of a tradeoff in any direction from TGA.
all in all, the greatest difference was about 3% and well, thats basically negligable.. take your pick on whatever you decide to use...
Facet count, and overall texturesize are what kill the engine on spring, not the image format....
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
I stuffed over 300 megs of textures into my videoram and it hardly made a dent in performance, and the dds was actually worse..AF wrote:DDS occupies far less memory than TGA, that is sort of the whole point of DDS, allowing you to fit more textures into the space that 1 single TGA texture would take up.Facet count, and overall texturesize are what kill the engine on spring, not the image format....
again, something with dds is broke, I have yet to find a difference using it... but I do understand your point, it "theoretically and mathematically", SHOULD work that way... I have no idea why it dosen't...
edit: I suppose I should peak the 512mb ram I have on the card, and see if it makes a difference then...
It's possible that, upon load, your card automatically compresses the image. Only way to find out is to load the DXT killer image (which has a different color for each pixel within a palette block). Also keep in mind that depending on the bandwidth of your graphics bus you may need to go some way over the limit, not just right over it.
Generally the difference between DXT and RGB is not visible unless you compress effect images like normal maps or use the wrong DXT on images with alpha. The memory footprint is 1/6th of an uncompressed image.
Generally the difference between DXT and RGB is not visible unless you compress effect images like normal maps or use the wrong DXT on images with alpha. The memory footprint is 1/6th of an uncompressed image.
Would be good to get a full support for .dds.
I did some compression tests and found out that the best compression has .dds with compression type ATI1 and DXT1.
I don´t know what the format ATI* means maybe a compression type from ati.
Could not test DXT2 and 4 because there are not available.
Mipmaps: 10
Size: 512*512
Colors: RGBA
Name size
ATI1 170,8 kb
ATI2 341,5 kb
DXT1 170,8 kb
DXT3 341,5 kb
DXT5 341,5 kb
.png 348,0 kb
.tga 776,3 kb
.xcf 2,7MB
Texture used:

Copyrights goes to me! License: GPL v3.
I did some compression tests and found out that the best compression has .dds with compression type ATI1 and DXT1.
I don´t know what the format ATI* means maybe a compression type from ati.
Could not test DXT2 and 4 because there are not available.
Mipmaps: 10
Size: 512*512
Colors: RGBA
Name size
ATI1 170,8 kb
ATI2 341,5 kb
DXT1 170,8 kb
DXT3 341,5 kb
DXT5 341,5 kb
.png 348,0 kb
.tga 776,3 kb
.xcf 2,7MB
Texture used:

Copyrights goes to me! License: GPL v3.
