Quote:
Originally Posted by Zaela
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Also, hope you guys are using DDS textures with baked-in mipmaps as the final format for these textures. My understanding is that the client does not do any dynamic mipmap generation at runtime, so any other format will start to look grainy or noisy as the weapon recedes into the distance (and may force the GPU to work a little harder in the process).
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Yep, that will be the final conversion once everything is done / once we're ready to release the first version, which should be relatively soon. Hence why we're trying to compress everything as much as possible before we expand to DDS. Although, if tinypng produces any artifacts we'll probably just stick with jpeg - that alone is pretty significant, roughly 5:1 compression (bitmap to jpeg). According to Cucumbers, converting to DDS will bring it back up to bitmap size, so it might end up being a pretty sizable download, especially if we do zones - without zones I'm guessing it's already going to be more than 500 mb.
I'm assuming that this will be an ongoing thing even after it's released which should work out nicely with cloud storage - we can just do updates on the fly and the download link will stay the same.