Guest Red Ocktober Posted May 3, 2010 Share Posted May 3, 2010 is 4096 x 2048 too big a texture map... if so, why... and what alternatives would you use... thx... --Mike Quote Link to comment Share on other sites More sharing options...
Canardia Posted May 3, 2010 Share Posted May 3, 2010 I would make all UV mapped textures with 4096x4096, and only non-UV mapped textures with the 4096x4096 or smaller sizes. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted May 3, 2010 Share Posted May 3, 2010 i was worried that such a large texture might kill some graphics cards... dds format is better than bmp... memory consumption wise, right... thx again... --Mike Quote Link to comment Share on other sites More sharing options...
wailingmonkey Posted May 3, 2010 Share Posted May 3, 2010 it's going to depend on the object in question's actual scale in the scene as well as it's importance to the level. (and expected distance from the player/camera) you will be wasting valuable memory by using 4K X 4K textures on 'everything'. bad example, but does the custom coffee cup with the "I love Fridays" in the breakroom level really need a 4K texture? (realistically, you could probably have it 256X256 with proper UV space set to the text itself) Quote Vista Ultimate SP1 64bit | Q6600 2.40 GHZ | 8GB RAM | 320MB Nvidia 8800GTS Link to comment Share on other sites More sharing options...
Canardia Posted May 3, 2010 Share Posted May 3, 2010 i was worried that such a large texture might kill some graphics cards...I've never even came close to filling my 640MB GPU. That would need around 500 textures in average dds format is better than bmp... memory consumption wise, right...Yeah, DDS stays packed on the GPU also, so it provides the highest quality and lowest memory consumption on GPUs. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted May 3, 2010 Share Posted May 3, 2010 i'm looking at using the large textures for a planet lander type sim i have in mind... lower res textures look fine when far away... the problem is when you approach the planet to around orbital height... the textures start to get muddled... attached are two pics of the problem... even at 4096x2048 the resolution gets blurred when you close in... I've never even came close to filling my 640MB GPU. That would need around 500 textures in average that's good to hear... thx guys... --Mike Quote Link to comment Share on other sites More sharing options...
omid3098 Posted May 4, 2010 Share Posted May 4, 2010 I would suggest you to scale up UV and then fix seams. this way you can even use 3-4 tiles of a 1024*1024 texture for your model. Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
Josh Posted May 6, 2010 Share Posted May 6, 2010 I've never even came close to filling my 640MB GPU. That would need around 500 textures in average Ten uncompressed RGBA 4096x4096 textures with no mipmaps will consume all of your video memory. In the example above, I would add a detail texture to improve resolution at near range. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Canardia Posted May 6, 2010 Share Posted May 6, 2010 Ten uncompressed RGBA 4096x4096 textures with no mipmaps will consume all of your video memory.But a 4096x4096 dds file can be around 2mb (uncompressed 64mb) only, and I thought dds files are not uncompressed on the gpu? Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Josh Posted May 6, 2010 Share Posted May 6, 2010 A 4096x4096 DXTC5 .dds file with mipmaps is 21.3 mb. That only allows 30 of them, with no vertex buffers or other data. I would work with the assumption that the lowest memory capacity any GPU your game runs on has will be 256. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted May 6, 2010 Share Posted May 6, 2010 thanks guys... --Mike Quote Link to comment Share on other sites More sharing options...
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