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| Which engine to use? (Forums : Development Banter : Which engine to use?) | Post Reply | |
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May 12 2008, 9:28pm Anchor | |
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Working copy is a 4096x4096 multi-layer image, merge file is 2048x2048 ( max texture size for the sick card owners |
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May 12 2008, 9:39pm Anchor | |
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May 12 2008, 11:11pm Anchor | |
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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. |
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May 13 2008, 4:33am Anchor | |
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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. |
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May 13 2008, 7:19am Anchor | |
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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. |
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May 13 2008, 10:29am Anchor | |
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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. |
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May 13 2008, 10:39am Anchor | |
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Approximate estimates, but should be about right. Uncompressed, 16Mb Edited by: ambershee |
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May 13 2008, 10:59am Anchor | |
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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? |
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May 13 2008, 11:13am Anchor | |
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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). |
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May 13 2008, 12:12pm Anchor | |
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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 |
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May 13 2008, 12:39pm Anchor | |
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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" |
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May 13 2008, 3:01pm Anchor | |
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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. |
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May 13 2008, 5:41pm Anchor | |
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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. I've had a few complaints when I switched from TGE to TGEA since I'm basically cutting many users off. 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. |
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May 13 2008, 10:42pm Anchor | |
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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. |
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May 14 2008, 4:05am Anchor | |
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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. |
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May 14 2008, 8:45am Anchor | |
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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. |
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May 14 2008, 4:16pm Anchor | |
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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. 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. |
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May 14 2008, 7:35pm Anchor | |
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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 |
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May 16 2008, 12:49am Anchor | |
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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 --
UaW: Judgment of the Jedi is looking for a model skinner and animator |
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