Hi-res textures pog support.
#11
(02-27-2014, 04:58 PM)aqqman link Wrote: I see...and there is some test with lores 64 and hires 256:
http://dl.dropboxusercontent.com/u/32615...matest.zip

This is very small level, quick one, gives me only 30 fps difference on PC between the two and 60fps difference on laptop. (with all fancy rebirth graphic stuff ON)

Please don't use "fps diffference" as a metric for anything - it just says nothing. 30 fps less could mean 0.13ms more rendering time on a "base level" of 500fps, or 16.67ms at a base level of 60.
"Perfection is attained not when there is nothing more to add, but when there is nothing more to remove." -- Antoine de Saint Exupéry
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#12
the texture lines might be from anisotropic filtering.


textures are nice, but id like to see hires fonts models and sprites first.
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#13
Thanks for suggesting that. It seems like these lines are present whenever filtering is on, with classical (none) the lines are gone.
(02-27-2014, 02:59 PM)zico link Wrote: The lines could be a product of texture clamping - that is if texture filtering is enabled.
Indeed it is.

Sprites are stored the same way if I'm right, so there shouldn't be a problem. unless their dimensions  are hardcoded somehow. Most sprites have non 64x64 resolution so I didn't convert them but Ill do to see how it goes...

@zico: I wonder if changing sprite's dimensions to be power of 2 could improve performance a bit?

ADDED:
Well like I suspected sprites can be hires too. Here is example fusion replacement: 240x112 (original 60x2Cool

[Image: fusi.JPG]

pog file with sprite replacement (static - I was too lazy to make all 15 frames): http://dl.dropboxusercontent.com/u/32615...E/FUSI.zip

and updated version of pog converter (does animations and non 64x64 textures too - like sprites): http://dl.dropboxusercontent.com/u/32615156/pogconv.zip
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