Compress textures?

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Bnastyyy920
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Compress textures?

Post by Bnastyyy920 »

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?

Post by jlv »

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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Re: Compress textures?

Post by 808 »

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?

Post by Wahlamt »

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?

Post by Aaron Hall »

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?

Post by Wahlamt »

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?

Post by 808 »

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?

Post by jlv »

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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