Difference between revisions of "Category:TextureFormatRuntime"

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These are texture file formats that are used at runtime (in-game).  
 
These are texture file formats that are used at runtime (in-game).  
  
To save memory, runtime textures often use compression. However only specific compression formats are supported by the hardware, so [[Category:TextureFormat|other texture formats]] must be uncompressed to be used in-game, which increases their memory cost.
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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 [[Category:TextureFormat|other texture formats]] 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.
  
Runtime formats also commonly have pre-created [[MipMap|mip levels]] stored in them, so the game engine doesn't have to create the mips at runtime, which helps to reduce the time it takes to load the game level.
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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.
  
 
Pages in this category:
 
Pages in this category:

Revision as of 11:15, 3 August 2010

Category Texture Format Runtime

These are texture file formats that are used at runtime (in-game).

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.

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.

Pages in this category:

Pages in category "TextureFormatRuntime"

The following 7 pages are in this category, out of 7 total.

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