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Author Topic: [Resolved] 1024 * 1024 vs. 512 * 512 textures  (Read 3698 times)

Illuminati

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[Resolved] 1024 * 1024 vs. 512 * 512 textures
« on: Jul 01, 12, 04:33:49 PM »

Is there a noticeable hit on performance. I tried bot and didn't notice much difference as far as the look goes, however FPS is maxed at 167, so I don't know how 1024 might affect performance.
« Last Edit: Oct 26, 12, 12:51:11 PM by HE-Cooper »
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HE-HERB

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Re: 1024 * 1024 vs. 512 * 512 textures
« Reply #1 on: Jul 01, 12, 04:48:43 PM »

On a modern graphics card, a single texture up to the maximum size won't see any performance hit.

The issue is when you have a full game with lots and lots of textures, you need to think about how much graphics memory your average player will probably have, and plan your number and size of textures accordingly.

Expecting everyone to have 1 GB graphics memory is completely different than expecting everyone to have 128 MB :)

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herb marselas
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Illuminati

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Re: 1024 * 1024 vs. 512 * 512 textures
« Reply #2 on: Jul 01, 12, 05:02:20 PM »

Thanks for the quick reply. I'll just go with 512, as I didn't see much of a difference. I will then be able to have more textures in the game :)
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HE-Cooper

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Re: 1024 * 1024 vs. 512 * 512 textures
« Reply #3 on: Jul 01, 12, 05:26:52 PM »

And additionally, the more common debate in my experience is between 256 and 512 textures. Just for reference, and it's been a couple of years, but I've never worked on a game with any 1024 textures, though hardware gets better all the time obviously, there's still a whole lot of 256MB video cards out there in the player base. But it's always tough to guess what the "average" machines will be by the time you launch your game.
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Joel_Azzopardi

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Re: 1024 * 1024 vs. 512 * 512 textures
« Reply #4 on: Jul 04, 12, 02:29:31 AM »

It depends also on the asset, if a player is able to walk right up to it and have the camera close, a larger texture is preferred, if its a distant object a smaller one, also if i'm not mistaken, you can hook the mip map settings up to a setting window in game so people with weaker graphics cards can optimise the texture size on the client end.
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MP_INC

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Re: 1024 * 1024 vs. 512 * 512 textures
« Reply #5 on: Jul 07, 12, 08:55:58 PM »

Thanks for the quick reply. I'll just go with 512, as I didn't see much of a difference. I will then be able to have more textures in the game :)

The number of textures can also have a hit on load performance from what programmers have told me.  Too many is not good.

One modern technique we use in the indusrty for "high end" games on consoles is to reuse as many tileable textures as possible in our maps.  This way you can keep the pixel rez up and the memory and calls down.  Shaders can help out with tints, effects, etc..  which also keeps you under your budget. 

You would be surprised at how much you can accomplish using very little.
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jcsmith562

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Re: 1024 * 1024 vs. 512 * 512 textures
« Reply #6 on: Jul 08, 12, 08:23:12 AM »

Adding to what Illuminati mentioned. It's actually preferable to put 4 512x512 textures into a single 1024x104 texture and offset them with UVs rather than to have 4 512x512 textures.
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HE-Cooper

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Re: 1024 * 1024 vs. 512 * 512 textures
« Reply #7 on: Jul 08, 12, 12:42:40 PM »

I would be careful with over generalisations like texture atlasing is always better. If those 4 textures aren't needed in the scene then loading all four into memory just because you want the one is obviously a waste.
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