Difference between revisions of "Category:TextureFormatRuntime"

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= Category Texture Format Runtime =
 
 
These are texture file formats that are used at runtime (in-game).  
 
These are texture file formats that are used at runtime (in-game).  
  
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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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.
 
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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.
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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.
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== Pages in This Category ==
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Runtime formats also commonly have pre-created [[MipMap]]s 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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[[Category:Texturing]]
 
[[Category:Texturing]]

Revision as of 18:51, 29 November 2014

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 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 MipMaps 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 category "TextureFormatRuntime"

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

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