Compress textures?
Posted: 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
ok since we are on this topic, what does the ground minimaps option dojlv 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.
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.808 wrote:ok since we are on this topic, what does the ground minimaps option do
So if i apply mipmaps then i should get better performance? If i have read that correctlyWahlamt wrote: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.808 wrote:ok since we are on this topic, what does the ground minimaps option do
Hope you could follow I'll add this picture too as an example on how it can look:
Yes. It maybe slower to load since it has to create the mipmaps, but yes, you should get a little more performance.Aaron Hall wrote:So if i apply mipmaps then i should get better performance? If i have read that correctlyWahlamt wrote: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.808 wrote:ok since we are on this topic, what does the ground minimaps option do
Hope you could follow I'll add this picture too as an example on how it can look:
cool thanks, i understand nowWahlamt wrote: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.808 wrote:ok since we are on this topic, what does the ground minimaps option do
Hope you could follow I'll add this picture too as an example on how it can look: