Difference between revisions of "Texture formats"

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= Texture Formats =
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In game development, artists may have several sets of texture files:  
todo: technical info: dimensions, bit depth, channels, pixel/texel, format(and page for format types).
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# Source files, native to an image editor such as Photoshop's PSD, stores all editing information such as layers, and high bit depths.
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# Preview files, for previewing on 3D models or importing into a level editor, does not store layers, usually only [[8bpp]].
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# Runtime files, flattened and compressed files used directly by a game engine, often lossy so not good for editing.
  
== Standard Formats ==
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== Source Formats ==
In development, artists may have two sets of files: A format native to their image editor such as Photoshop's PSD, and an interim format for previewing work in a 3d application before exporting final images to a game-ready format.
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* [[EXR]]
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* [[HDR]]
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* [[PSD]]
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* [[TIF]]
  
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== Preview Formats ==
 
* [[BMP]]
 
* [[BMP]]
* [[EXR]]
 
 
* [[GIF]]
 
* [[GIF]]
* [[HDR]]
 
 
* [[JPG]]
 
* [[JPG]]
 
* [[PNG]]
 
* [[PNG]]
* [[PSD]]
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* [[TGA]]
 
* [[TIF]]
 
* [[TIF]]
* [[TDL]]
 
* [[TGA]]
 
 
  
 
== Runtime Formats ==
 
== Runtime Formats ==
These are texture file formats that are used at runtime (in-game).
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These are formats used directly by the game engine.
  
Texture file formats come in two basic categories: those that are used at runtime (in-game), versus those that are used by artists in general but have to be converted to be used "live" in-game.
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* [[3Dc]]
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* [[DDS]] Direct Draw Surface format, which can contain uncompressed, paletted, and compressed variants.
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* [[DXT]] DirectX Texture format.
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* [[PVR]]
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* [[S3TC]]
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* [[TPL]]
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* [[VTF]] Valve Texture Format, used in Source Engine games.
  
To save memory, runtime textures often use compression. However typically a few very specific compression formats are supported in hardware. This means if you use they must be uncompressed when they're loaded off the hard drive or disc and into video memory to be used in-game, which in turn increases their memory cost. Hardware-supported compression saves memory, allowing the artist to use larger or more textures.
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To save memory, runtime textures often use compression. Specific compression formats are supported in hardware, which means they stay compressed as they are sent to the video card, which can save a significant amount of memory.
  
 
Runtime formats also commonly have pre-created [[Mipmap|mip levels]] stored in them, so the game engine doesn't have to create the mips on load, which helps to reduce the time it takes to load the game level.
 
Runtime formats also commonly have pre-created [[Mipmap|mip levels]] stored in them, so the game engine doesn't have to create the mips on load, which helps to reduce the time it takes to load the game level.
  
* [[DDS]] is a versatile format with many features and is very common in PC games.
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* [[3Dc]] and [[DXT]] and [[S3TC]] are compression methods most commonly found within the [[DDS]] format.
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* [[BMP]] is uncommonly used for 3d assets due to lack of compression.
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* [[JPG]] is notable for ease of use and compression.
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* [[PNG]]
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* [[TGA]] is rarely used in modern games
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* [[PVR]]
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* [[TPL]]
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* [[VTF]] Valve Texture Format, used in Source Engine games.
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[[Category:Texturing]]
 
[[Category:Texturing]]

Revision as of 12:42, 14 March 2015

In game development, artists may have several sets of texture files:

  1. Source files, native to an image editor such as Photoshop's PSD, stores all editing information such as layers, and high bit depths.
  2. Preview files, for previewing on 3D models or importing into a level editor, does not store layers, usually only 8bpp.
  3. Runtime files, flattened and compressed files used directly by a game engine, often lossy so not good for editing.

Source Formats

Preview Formats

Runtime Formats

These are formats used directly by the game engine.

  • 3Dc
  • DDS Direct Draw Surface format, which can contain uncompressed, paletted, and compressed variants.
  • DXT DirectX Texture format.
  • PVR
  • S3TC
  • TPL
  • VTF Valve Texture Format, used in Source Engine games.

To save memory, runtime textures often use compression. Specific compression formats are supported in hardware, which means they stay compressed as they are sent to the video card, which can save a significant amount of memory.

Runtime formats also commonly have pre-created mip levels stored in them, so the game engine doesn't have to create the mips on load, which helps to reduce the time it takes to load the game level.


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