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Compress textures?

Posted: Thu Jul 06, 2017 12:22 am
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

Re: Compress textures?

Posted: Thu Jul 06, 2017 2:21 am
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.

Re: Compress textures?

Posted: Thu Jul 06, 2017 3:56 am
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

Re: Compress textures?

Posted: Thu Jul 06, 2017 6:56 am
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:
Image

Re: Compress textures?

Posted: Thu Jul 06, 2017 8:18 am
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

Re: Compress textures?

Posted: Thu Jul 06, 2017 8:33 am
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.

Re: Compress textures?

Posted: Fri Jul 07, 2017 12:14 am
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

Re: Compress textures?

Posted: Fri Jul 07, 2017 12:32 am
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.