Compress textures?

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Bnastyyy920
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Compress textures?

Postby Bnastyyy920 » Thu Jul 06, 2017 12:22 am

What does that mean? I have a 1070 graphics card and run very high detail settings. Just curious to what the compress Texteures mean. Thanks

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Re: Compress textures?

Postby jlv » Thu Jul 06, 2017 2:21 am

It uses compressed textures to save some graphics memory. I think it's a 4:1 ratio but it's been a while since I read the spec.
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808
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Re: Compress textures?

Postby 808 » Thu Jul 06, 2017 3:56 am

jlv wrote:It uses compressed textures to save some graphics memory. I think it's a 4:1 ratio but it's been a while since I read the spec.

ok since we are on this topic, what does the ground minimaps option do
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Wahlamt
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Re: Compress textures?

Postby Wahlamt » Thu Jul 06, 2017 6:56 am

808 wrote:ok since we are on this topic, what does the ground minimaps option do

Mipmaps are smaller images of the original one. Upon load, it creates the mipmaps in 1/2 it's size. So a picture that is 512x512px would get mipmaps that are 256x256, 128x128, 64x64, 32x32 etc etc. This reduces the load on the pc since it's projecting then approperiately depending on the distance. If you see a decal 400ft away (and let's say) it covers 56x100 px of your screen, it's quite unnecessary to load a texture that is 512x512 since you won't see all the details, so either a 128x128 or a 64x64 is more aproperiate.

Hope you could follow :P I'll add this picture too as an example on how it can look:
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Aaron Hall
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Re: Compress textures?

Postby Aaron Hall » Thu Jul 06, 2017 8:18 am

Wahlamt wrote:
808 wrote:ok since we are on this topic, what does the ground minimaps option do

Mipmaps are smaller images of the original one. Upon load, it creates the mipmaps in 1/2 it's size. So a picture that is 512x512px would get mipmaps that are 256x256, 128x128, 64x64, 32x32 etc etc. This reduces the load on the pc since it's projecting then approperiately depending on the distance. If you see a decal 400ft away (and let's say) it covers 56x100 px of your screen, it's quite unnecessary to load a texture that is 512x512 since you won't see all the details, so either a 128x128 or a 64x64 is more aproperiate.

Hope you could follow :P I'll add this picture too as an example on how it can look:
Image

So if i apply mipmaps then i should get better performance? If i have read that correctly
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Wahlamt
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Re: Compress textures?

Postby Wahlamt » Thu Jul 06, 2017 8:33 am

Aaron Hall wrote:
Wahlamt wrote:
808 wrote:ok since we are on this topic, what does the ground minimaps option do

Mipmaps are smaller images of the original one. Upon load, it creates the mipmaps in 1/2 it's size. So a picture that is 512x512px would get mipmaps that are 256x256, 128x128, 64x64, 32x32 etc etc. This reduces the load on the pc since it's projecting then approperiately depending on the distance. If you see a decal 400ft away (and let's say) it covers 56x100 px of your screen, it's quite unnecessary to load a texture that is 512x512 since you won't see all the details, so either a 128x128 or a 64x64 is more aproperiate.

Hope you could follow :P I'll add this picture too as an example on how it can look:
Image

So if i apply mipmaps then i should get better performance? If i have read that correctly

Yes. It maybe slower to load since it has to create the mipmaps, but yes, you should get a little more performance.

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Re: Compress textures?

Postby 808 » Fri Jul 07, 2017 12:14 am

Wahlamt wrote:
808 wrote:ok since we are on this topic, what does the ground minimaps option do

Mipmaps are smaller images of the original one. Upon load, it creates the mipmaps in 1/2 it's size. So a picture that is 512x512px would get mipmaps that are 256x256, 128x128, 64x64, 32x32 etc etc. This reduces the load on the pc since it's projecting then approperiately depending on the distance. If you see a decal 400ft away (and let's say) it covers 56x100 px of your screen, it's quite unnecessary to load a texture that is 512x512 since you won't see all the details, so either a 128x128 or a 64x64 is more aproperiate.

Hope you could follow :P I'll add this picture too as an example on how it can look:
Image

cool thanks, i understand now
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Re: Compress textures?

Postby jlv » Fri Jul 07, 2017 12:32 am

The only reason to turn off ground mipmaps is if you're running an older Intel GPU with bugged mipmaps on GPU rendered textures.
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