Forum Thread
Search
by member
  Posts  
Which engine to use? (Forums : Development Banter : Which engine to use?) Post Reply
Thread Options 1 2 3
Dragonlord
Dragonlord Linux-Dragon of quick wit and sharp tongue
May 12 2008, 9:28pm Anchor

Working copy is a 4096x4096 multi-layer image, merge file is 2048x2048 ( max texture size for the sick card owners :O ). Has a lot of different layers though :D ... and yeah, that might be a bit off XD

--

User Posted Image
Leader, Head Programmer: Epsylon | Drag[en]gine Game Engine | ModDB Profile

User Posted Image by Salohcin

Ninjadave
Ninjadave Eh?
May 12 2008, 9:39pm Anchor

Wow pretty amazing. And your running that in your engine framerate problem free?
I'd like to put that to my computer as a test.

Though I've never needed 2048x2048 textures.

--

Crimson Crow Project

Wraiyth
Wraiyth That Guy Who Does Those Things With The Stuff
May 12 2008, 11:11pm Anchor

Depends on the texture format you're using... if you're using a lossy format (ie JPEG) vs TGA... gonna be massive differences. If you're using JPEG you shouldn't be.

ambershee
ambershee Nimbushfish Rawks
May 13 2008, 4:33am Anchor

You should never be using JPG for game images. It's lossy and wastes video memory. Targa is a little better.

The project I'm working on has around 3-4Gb of bitmap or PNG with alpha textures at the moment (a current gen commercial video game would probably have around ten times that much). After these go through appropriate DXT compression, they'll only be around 400Mb - and that's how much space they'll take when in video memory too.

Dragonlord
Dragonlord Linux-Dragon of quick wit and sharp tongue
May 13 2008, 7:19am Anchor

Yeah, I don't use JPG, at last not for something I can't afford a loss of detail ( like stuff which is not important ). I use in general PNG for my engine. DXT would be nice but unfortunately the compression sucks. I've got huge problems with image quality using DXT like compression ( or whatever it is, under OpenGL the graphic card driver decides what compression he uses ) as artifacts are highly visible ( also using Windows version of the same driver ).

What goes for the texture size 2048x2048 is the upper limit and only used for important objects like player models. In-game it runs well but as you can imagine it still eats quite a bit of memory. :D

--

User Posted Image
Leader, Head Programmer: Epsylon | Drag[en]gine Game Engine | ModDB Profile

User Posted Image by Salohcin

mflux
mflux Shadow Cat
May 13 2008, 10:29am Anchor

I'm no GPU expert but I'm fairly certain that even with very modern machines a 2048x2048 texture will still be downsampled to something small-ish before being rendered. You'd need something like a 1gb video memory right? Does anyone know how video memory is calculated based on image size?

Not to derail this thread into technical matters :)

--

Project Berimbau - Third-person sword fighting game HL2 mod.

ambershee
ambershee Nimbushfish Rawks
May 13 2008, 10:39am Anchor

Approximate estimates, but should be about right.

Uncompressed, 16Mb
DXT5 compression, with all mip-maps 4Mb
DXT1 compression, with all mip-maps 2Mb

Edited by: ambershee

Bytrix
Bytrix Annihilation Developer
May 13 2008, 10:59am Anchor

lol, 1gb video memory.

I try and keep all my textures between 512x512 and 1024x1024 although alot more games are now coming out with higher res textures.

--

Has anyone seen my companion cube?

ambershee
ambershee Nimbushfish Rawks
May 13 2008, 11:13am Anchor

With our project, most of our source art is 4096x4096. Some of our ingame maps (for example used in the sky mesh) are as large as 4096x2048. Other large textures are 2048x2048. Most maps are 1024x1024, with a few (such as masks, or those used in small, or low detail objects) reduced to 512x512. Thus far we haven't gone lower and haven't yet exceeded our 250Mb budget (notably, we are not aiming at 256Mb video cards, but at GeForce 8 series plus).

leilei
leilei * Meteo
May 13 2008, 12:12pm Anchor
mflux wrote:I'm no GPU expert but I'm fairly certain that even with very modern machines a 2048x2048 texture will still be downsampled to something small-ish before being rendered. You'd need something like a 1gb video memory right? Does anyone know how video memory is calculated based on image size?

Not to derail this thread into technical matters :)


That's true if you're using an older card, and by older I mean 1998-2001 old. Most cards in that range have a 1024x1024 limit.

Bytrix wrote:lol, 1gb video memory.

I try and keep all my textures between 512x512 and 1024x1024 although alot more games are now coming out with higher res textures.


Ditto. Whos going to see all that detail at close range anyway? Are we making microscope games? Are we picking higher texture sizes just because 'we can' for the sake of texture sizes and ego?

Edited by: leilei

Gibberstein
Gibberstein Generic Coder Type Thing
May 13 2008, 12:39pm Anchor

You probably wouldn't notice the detail in a deathmatch shooter, but in a more slower-paced game on a high-res monitor I think you'll notice the difference. Won't make the gameplay any better, but visual detail done right does add to the immersion and emotional impact of a game.

At the end of the day, if the hardware is there, and the artist wants to add the detail, why not let them? We can always downscale for older systems and framerate whores :)

--

"lets say Portal is a puzzle game, so its a rehash of Tetris"
- Wraiyth points out the craziness of stereotyping games by their genre

Dragonlord
Dragonlord Linux-Dragon of quick wit and sharp tongue
May 13 2008, 3:01pm Anchor

It depends on gameplay. Since I'm up for slow pace not DM style gameplay the player is supposed to have more time to see textures properly than in a DM where they just zip by. That said I'm up for 1024x1024 usually but in this case I went one notch higher since that's a player model you see from close up a lot. You have to be careful with those texture sizes. ambershee said they aim for 250MB but you forgot something. The GPU memory is not only used by textures. Render targets, VBOs and shaders all eat up GPU memory too. Summed up all together I would say you can only use 50% of the GPU for effective textures and the rest goes down in technical stuff.

--

User Posted Image
Leader, Head Programmer: Epsylon | Drag[en]gine Game Engine | ModDB Profile

User Posted Image by Salohcin

Ninjadave
Ninjadave Eh?
May 13 2008, 5:41pm Anchor

I kind of like the general 1024x1024 limit.

I've tested with this a bit, and I've found theres eventually a point where you can only detail it so much before it becomes useless.
Not to mention I'm making a decently fast paced multiplayer game. Extreme detail will only hurt lower spec computers rather than help with high spec computer users.

I've had a few complaints when I switched from TGE to TGEA since I'm basically cutting many users off. O_o
Not to mention TGEA is XP compatible only. I've been working a linux version, but so far looks virtually impossible. Though still a nice thought.

I had a single player project at one point. Though it was only one level, I found it very neat to cram it full of all the textures and models I could.
But for multiplayer, can't and won't do that.

--

Crimson Crow Project

mflux
mflux Shadow Cat
May 13 2008, 10:42pm Anchor

I'm on the same boat. In fact my modeling / texturing skills are still from 2002 and haven't evolved much since so my budget is still around 2500 polys with 512x512 textures. Our game is a fast multiplayer game and we're trying to compete with unique art style rather than raw graphics and resolution.

Another reason is that I'm developing everything (modeling, animating, texturing, mapping, compiling, coding) on a 2ghz 2gbram 128mbvram laptop from 2005 and the thing freaks out if I try to edit 4000px+ images

--

Project Berimbau - Third-person sword fighting game HL2 mod.

ambershee
ambershee Nimbushfish Rawks
May 14 2008, 4:05am Anchor
Dragonlord wrote:ambershee said they aim for 250MB but you forgot something. The GPU memory is not only used by textures. Render targets, VBOs and shaders all eat up GPU memory too. Summed up all together I would say you can only use 50% of the GPU for effective textures and the rest goes down in technical stuff.

Generally, I'd be worried if your textures are the minority in a modern GPU's dedicated video memory. Either way, with a 250Mb limit, we're aiming for the 512Mb+ card variations, and hoping that we'll still be able to run on the rarer 320Mb GT series. We do have automatic fall-back materials and shaders for lower end systems, but just like UT3, scaling it down that far will look pretty poor.

Dragonlord
Dragonlord Linux-Dragon of quick wit and sharp tongue
May 14 2008, 8:45am Anchor

That's true but if your system is low end I assume you prefer some poorer textures ( down scaled ) so you can play the game at a decent frame rate, especially if the gameplay is centered around fast paced. Later on you can always provide better low-end textures so that's not a big problem.

What goes for textures in minority I assumed you talked about 256Mb in "total". I always calculate with roughly 60-80MB lost on deferred rendering, static VBOs and shaders ( 1280x1024 screen ). In that case textures could only use 190Mb at max.

--

User Posted Image
Leader, Head Programmer: Epsylon | Drag[en]gine Game Engine | ModDB Profile

User Posted Image by Salohcin

Ninjadave
Ninjadave Eh?
May 14 2008, 4:16pm Anchor

Though I'd like to do some calculations myself, I'm still not anywhere close to running into problems with my 90MB of textures so far.
Not even on older computers.
Well luckily you can always do stress tests to be sure.

Actually I did a stress test lately. 1000 3k poly models with a 1024x1024 texture knocks FPS to about 20-30. Though I'm personally looking forward to online stress tests.

--

Crimson Crow Project

Dragonlord
Dragonlord Linux-Dragon of quick wit and sharp tongue
May 14 2008, 7:35pm Anchor

Texture size is anyways less of a problem... expensive shaders ( aka lighting ) eats the most processing time. I would put my concern up with those first. That said my current concern is HDRR... can be a big bitch :O

--

User Posted Image
Leader, Head Programmer: Epsylon | Drag[en]gine Game Engine | ModDB Profile

User Posted Image by Salohcin

Kelathin
Kelathin An administrator on Petroglyph Forums
May 16 2008, 12:49am Anchor

2048 n 2048 is very common in RTS for ground textures or skydomes. Just depends on how large the object is and what it takes out of the resolution. No one wants a tiny crate or chair to have 2048 by 2048 texture, that eats away and wastes at system resources. Efficiency is what is important. Knowing the limitations of a card also helps :D

--

User Posted Image
All are equal in the eyes of a moderator, personal opinions are not supported by Petroglyph

UaW: Judgment of the Jedi is looking for a model skinner and animator
Judgment of the Jedi Forums
Judgment of the Jedi Moddb

Reply to Thread

Only registered members can share their thoughts. So come on! Join the Mod DB community today (totally free) and join in the conversation.