Plea To Normalize Mech Textures. (Victory Achieved)
#201
Posted 27 February 2016 - 02:59 AM
#202
Posted 27 February 2016 - 07:38 AM
What will happen with a universally 2k res texture base:
1: Install footprint expansion: The avg difference between a mech with 1k res textures, and a mech with 2k res is ~6.6mb per mech
My best estimation is as worst, we will see a 1GB expansion of the game base install.
2: Very High Settings users will experience additional load. ~This is HIGHLY system dependent.
3: Low end users will not be effected, as all texture files include all lower resolution files built in, as we currently have.
Edited by Lordred, 27 February 2016 - 07:54 AM.
#203
Posted 27 February 2016 - 09:06 AM
#205
Posted 27 February 2016 - 11:13 AM
Lordred, on 27 February 2016 - 07:38 AM, said:
What will happen with a universally 2k res texture base:
1: Install footprint expansion: The avg difference between a mech with 1k res textures, and a mech with 2k res is ~6.6mb per mech
My best estimation is as worst, we will see a 1GB expansion of the game base install.
2: Very High Settings users will experience additional load. ~This is HIGHLY system dependent.
3: Low end users will not be effected, as all texture files include all lower resolution files built in, as we currently have.
Is that how they are going to handle it? That would be a tad unexpected. And if they do do it like that, 1 would be incorrect. In that case you need to add the full size of the 2k textures in addition to the install not the difference between differing sets.
In the case they do it like how I would expect, simply making the textures bigger, 3, wouldn't be correct, as you still need to load the full 2k into mem before your settings use the correct res mipmap. Or you mean Load would be affected but Draw shouldn't be?
#206
Posted 27 February 2016 - 11:47 AM
As for my assessment on total size difference, I am pretty confidant in that.
#207
Posted 27 February 2016 - 01:15 PM
#208
Posted 27 February 2016 - 01:35 PM
Lordred, on 27 February 2016 - 11:47 AM, said:
As for my assessment on total size difference, I am pretty confidant in that.
The dds will be loaded in mem to pull mipmap. Additional load. The fillrate and frame draw timings is what you are saying will be unaffected. Loading certainly will be.
Your assessment of additional texture size seems pretty far off. Mechs have dif spec/gloss and normal, assuming that the rgbs and variant sets aren't even touched, dif spec/gloss and 3dc normal at 1024 is going to be just like 3.2mb. You need to quadruple that to over 12mb for a set of 2048s. More if the the RGBs are also bumped. And more again if the variant sets are changed.
#209
Posted 27 February 2016 - 02:11 PM
Ghogiel, on 27 February 2016 - 01:35 PM, said:
My assesment is based on the 6 required texture .DDS files, currently nearly all mechs use a 1k/1k/2k(x2) while mechs like the Mauler use 2k/2k/2k(x2) The normal map for all mechs is already 2k.
So, based on the uncompressed file sizes, it would be a difference of 12mb per mech per base camo. non base camos only introduce a new RGB.DDS. (exceptions for a SPC map on a few camo patterns)
The files however are not stored uncompressed.
Edited by Lordred, 27 February 2016 - 02:12 PM.
#210
Posted 27 February 2016 - 02:47 PM
Lordred, on 27 February 2016 - 02:11 PM, said:
My assesment is based on the 6 required texture .DDS files, currently nearly all mechs use a 1k/1k/2k(x2) while mechs like the Mauler use 2k/2k/2k(x2) The normal map for all mechs is already 2k.
So, based on the uncompressed file sizes, it would be a difference of 12mb per mech per base camo. non base camos only introduce a new RGB.DDS. (exceptions for a SPC map on a few camo patterns)
The files however are not stored uncompressed.
Base camo is also an RGB. The shader just swaps it out for the other camospec.
If you were only counting the stored HDD footprint and not the extra mem on load, bringing up compressed would make sense, but you would have been forgeting the fact that nearly every mech has like what 12-15 or so RBGs for the camo specs and aren't just the base set of textures, that alone is going to account for more than 6mb increase on HDD,
But if you are saying the mem load is only 6megs because of pak files, the game engine unpacks textures at run time to load makes the point about pak compression moot.
#211
Posted 27 February 2016 - 02:50 PM
#212
Posted 27 February 2016 - 11:49 PM
Edited by LordNothing, 27 February 2016 - 11:51 PM.
#213
Posted 28 February 2016 - 06:39 AM
#214
Posted 28 February 2016 - 10:48 AM
#215
Posted 29 February 2016 - 12:51 AM
Can't wait to see this update live. We don't know if they are buffing everything to 2K for green status, do we? Considering how much better everything looks with triple 2K, this could be a huge, huge deal. I'm actually really surprised how they pulled this off on such a short notice and a bit skeptical it's the full upgrade for all the camo variants, that seems a lot of work..
Anyway thanks Lordred for pushing this forward, we probably would never get this if not for this thread and your work. Let's hope for the best on the update day.
Edited by NeoCodex, 29 February 2016 - 12:53 AM.
#216
Posted 29 February 2016 - 01:37 AM
#217
Posted 29 February 2016 - 08:14 AM
#218
Posted 29 February 2016 - 09:43 AM
I welcome the visuals back to 2010's ... yay! (Not quite latter half of 2010's in sight tho)
#219
Posted 29 February 2016 - 09:54 AM
#220
Posted 03 March 2016 - 09:36 AM
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