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Question regarding texture sizes
divingA_WnC
#1 Posted : Tuesday, April 16, 2019 1:36:25 PM(UTC)


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Hy and hello everyone,

it's been a long time now that I'm in RLC, mostly I'm doing my things as desired and thought. So it might have happened that I haven't got certain changes. That's why I want to ask all those, who're really experienced in decorating.

Does the file size of a texture, attached via "Cached Web Image" to a prop, still matter?

What if I make a place with lots of textures, which have sizes like:

650 x 650 pixel
856 x 1105 pixel
1987 x 1987 pixel
1105 x 803 pixel.... and so on.

Will that have, and if, what consequences for the user?

Any helpful reply will be greatly appreciated, so thanks in advance for every helpful reply,

kind regards, divingA


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Silesa on 4/16/2019(UTC)
VirgyStellaDDDH
#2 Posted : Tuesday, April 16, 2019 2:15:26 PM(UTC)


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The first consequence is on the load time. A good choice is set all caching as "Forever", if you will not change them, so the load time will be big just the first time.
Another imporant consideration about load time is: 1) UVMaps for textures are set for square texture, so it's better use square sizes, and not 856x1105, etc. 2) Computer (on the client side) are binary digital made, so they are faster reading images with dimension powers of 2, so the better are texture dimesions are: 512x512, 1024x1024. Remember: a 1024x1024 texture take a load time 4 times a 512x512.
With these simple rules, you will low the load time.
As you can see, it's not changed nothing since long time ago Smile



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The_Wraith
#3 Posted : Tuesday, April 16, 2019 4:50:18 PM(UTC)


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The biggest consequence with odd sized textures is your forcing your video card to to resize the textures on the fly. If you have a really good video card you may not notice any difference. But it is an added step your video has to go through before it can render the texture so you can see it. So the more odd sized textures you have in a build the more added steps have to be taken before all the textures will load. If your system is good you might not notice much of a difference. Which is great for a private property your going to use for yourself. But if your doing any kind of deco with public access it's always best to plan your textures for users that are running older machines with lower speced video cards. One of the first clubs I built for somebody I had used a lot of flash textures. They were sized right but at the time I didn't realize how much a system drain the flash scripts were on some systems. I could enter the club just fine. As could the owner and her friends. But on opening night a lot of people trying to get in were freezing and getting booted before they ever made it into the club. Needless to say I spent the next week totally redoing the club so that it was more resource friendly to older systems.


VirgyStellaDDDH;1582770 wrote:
1) UVMaps for textures are set for square texture, so it's better use square sizes, and not 856x1105, etc.


That's not entirely true. The textures need to be sized to the power of 2. Which you also mentioned in your post. But they do not need to be square textures. Depending on what I'm working on I will use a lot of textures that are not square. If I were texturing something like a pole prop I would use a texture sized something like 256x1024 over a 512x512 texture. Doing that will keep the texture from looking squished when added to the long skinny pole prop. If I am making a longer wall section I might size that at a 512x1024 over a 512x512. That will allow me to stretch the prop I'm using for the wall twice as far as a 512x512 texture and lets me use one prop instead of two to cover the same amount of space. So while the 512x1024 might take more memory to render I'm also cutting down my prop count at the same time so it balences out.
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VirgyStellaDDDH
#4 Posted : Tuesday, April 16, 2019 11:24:04 PM(UTC)


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The_Wraith;1582786 wrote:



VirgyStellaDDDH;1582770 wrote:
1) UVMaps for textures are set for square texture, so it's better use square sizes, and not 856x1105, etc.


That's not entirely true. The textures need to be sized to the power of 2. Which you also mentioned in your post. But they do not need to be square textures.


Thank you. I never stop learning. So a 1024x512 texture does not give problems?



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The_Wraith
#5 Posted : Wednesday, April 17, 2019 1:12:57 AM(UTC)


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VirgyStellaDDDH;1582815 wrote:
The_Wraith;1582786 wrote:



VirgyStellaDDDH;1582770 wrote:
1) UVMaps for textures are set for square texture, so it's better use square sizes, and not 856x1105, etc.


That's not entirely true. The textures need to be sized to the power of 2. Which you also mentioned in your post. But they do not need to be square textures.


Thank you. I never stop learning. So a 1024x512 texture does not give problems?


As long as your sizes are based on the power of 2 there is no problem. So anything that is a combination of

2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048

So a 32x1024 or 1024x512 would work just as well as a 512x512.

If you think about computers in general the power of 2 has been the norm from the beginning. Sticks of RAM come in sizes of 4, 8, 16, 32 or 64 gig sticks. Operating systems come in 32 or 64 bit options. The same for console game. Which are just computers anyway. The old Nintendo NES was an 8 bit machine. Then the Super Nintendo and SEGA consoles came out and were 16 bit. The XBox and Playstation 2 consoles were 32 bit. The bit part of that refers to the consoles CPU architecture.
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divingA_WnC
#6 Posted : Thursday, April 18, 2019 2:05:49 AM(UTC)


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Hy and hello everyone,


okay, so everything is still the way I once learned it. I had just asked because a friend had asked me if I could take care of a layout, change it in some places. While doing as requested I then discovered textures in the most abstruse sizes ever. Supposedly, according to my friend, but also judged by a posted sign, created and built by an obviously self-appointed TOP NOTCH designer. And it was not one or two messed up textures that I'm talking about here, we have to talk about tens of tens.

However, since about a week or so I got and still will get the layout done, but I have to admit, now that I am seing the mess I have to say: flattening it with a bulldozer and building something new on the template would have been done lots easier.

I want to thank you all so far for your replies, I also want to thank in advance for any further replies,

stay safe and be well you all, have a great time and lots of fun,

divingA


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