System requirements: Zen 3 or better: 6GB GPU (texture mod minimum): Low preset @ 1366x768: GTX 750 Ti : High preset @ 1080P: GTX 1660 Ti : Medium preset @ 4k RTX 3080 12GB.

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RemasteredRetroPC Author
RemasteredRetroPC - - 221 comments

At first I thought JPG was a disadvantage, but with careful IRT tuning by eye using the % slider using paint.net this texture at 16k 4:2:0 100% eats about half a CD-ROM to about 60mbs. And you cant tell the difference side by side because the amount of detail culled is literally designed to be very difficult to see by a human. Which is something DXT1, DXT5, and BC7 cannot do and very appropriate specifically to already godlike texture resolutions. Textures with very little detail type transitions with lots of noise like this one, sand or floor concrete, or they are a digital screen will get cut backs tuned by eye at the very end, so I can shove memory consumption where its actually visible to a human at the super maxed out stage. Some levels are already maxed out just because im trying to get all the assets in visual range looking competent. Some levels will look competent just because they are smaller so I will have moved on before maxing them truly out, which will be its own pass.

So "complete" implies my first pass. Each pass getting faster and faster as what needs to be done narrows.

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