Texture resolution modes

Discussion of Maia's on going development, including modding.
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SimoRoth
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Texture resolution modes

Post by SimoRoth » Sun Apr 21, 2013 12:47 am

Added texture scaling at load time to allow for graphics modes that reduce the memory footprint.

If you're playing at 1920*1080, you can actually halve the textures resolutions with very little noticeable difference... apart from you will be using 1/4 of the graphics memory*.

And if you play at 1/32th of the resolution using 1/1024th of the graphics memory...
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I call it Maia artsy indie game editon.

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SimoRoth
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Re: Texture resolution modes

Post by SimoRoth » Sun Apr 21, 2013 12:57 am

*Although the frame buffers are not scaled and they can take up to 1/8 of the texture memory for people with huge screens and textures on high. :p

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StfN
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Re: Texture resolution modes

Post by StfN » Sun Apr 21, 2013 8:46 am

So, will the game try to determine what texture resolution to use based on the graphics memory and screen resolution, or will the player have (some) control over it?
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SimoRoth
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Re: Texture resolution modes

Post by SimoRoth » Sun Apr 21, 2013 1:30 pm

Game will always run on max settings.

User will have menu control.

Alpha users will have to edit config.xml

Ascard
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Re: Texture resolution modes

Post by Ascard » Sun Apr 21, 2013 3:12 pm

What would min specs be for running at 1/32?

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Tikigod
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Re: Texture resolution modes

Post by Tikigod » Sun Apr 21, 2013 3:58 pm

SimoRoth wrote:Added texture scaling at load time to allow for graphics modes that reduce the memory footprint.

If you're playing at 1920*1080, you can actually halve the textures resolutions with very little noticeable difference... apart from you will be using 1/4 of the graphics memory*.

And if you play at 1/32th of the resolution using 1/1024th of the graphics memory...
indiegame.jpg
I call it Maia artsy indie game editon.
Artsy Maia actually doesn't look half bad. :P

On the subject of textures, what degree of texture atlasing (if any) is planned?

Is practically everything going to be atlased up into category types?

Only the more numerous and repeated things often found in the same area?

The option in the game itself to have individual textures, or atlases created from them during the initial load process? (Probably impractical realistically... but certainly possible at least)

Not going to be using atlases at all?

Inquiring minds need to know... well... want to know... out of passing interest... more for the sake of knowing than anything really.... :roll:
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SimoRoth
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Re: Texture resolution modes

Post by SimoRoth » Sun Apr 21, 2013 6:19 pm

Ascard wrote:What would min specs be for running at 1/32?
In practice once you have enough gpu ram to run the game reducing the texture size doesn't help. The main costs are for the shaders and pushing verts and other things.

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SimoRoth
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Re: Texture resolution modes

Post by SimoRoth » Sun Apr 21, 2013 6:20 pm

Tikigod wrote:
SimoRoth wrote:Added texture scaling at load time to allow for graphics modes that reduce the memory footprint.

If you're playing at 1920*1080, you can actually halve the textures resolutions with very little noticeable difference... apart from you will be using 1/4 of the graphics memory*.

And if you play at 1/32th of the resolution using 1/1024th of the graphics memory...
indiegame.jpg
I call it Maia artsy indie game editon.
Artsy Maia actually doesn't look half bad. :P

On the subject of textures, what degree of texture atlasing (if any) is planned?

Is practically everything going to be atlased up into category types?

Only the more numerous and repeated things often found in the same area?

The option in the game itself to have individual textures, or atlases created from them during the initial load process? (Probably impractical realistically... but certainly possible at least)

Not going to be using atlases at all?

Inquiring minds need to know... well... want to know... out of passing interest... more for the sake of knowing than anything really.... :roll:
Very little. Things like different plant types share their maps, but otherwise everything has its own maps. Yes there are gains to be made in that regard, but time and effort is best spent elsewhere imo.

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