Edge said:What would be a typical compression ratio? Let's say a level with 700 MB of textures?
For good quality you're looking at 400-450MB. For average quality 300MB. Those are for 32-bit color textures.
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Edge said:What would be a typical compression ratio? Let's say a level with 700 MB of textures?
NANOTEC said:For good quality you're looking at 400-450MB. For average quality 300MB.
Edge said:Just curious, but you're getting additional compression over the S3TC compression? I assume, we are talking compression to the disk, and uncompression on loading, and not compression in memory, and uncompression during scene rendering as the texture is needed?
zed said:true but i reckon youll be very hard pressed to find a piece of music that wont compress at least 2:1
thanks my mistake, ok thats ~3:2, worse than i expected.Most CDs I have ripped actually don't compress that well. They generally stay at the 60-75% range (compressed with FLAC -5).
NANOTEC said:They are not a problem. Automatic batch compression is orthogonal to texture types with regards to 2d textures.
NANOTEC said:Sorry can't get into anymore detail than that, but that's the gist of it. We don't give away tools to competitiors.
Ty said:So it doesn't matter what the texture is?
I didn't know you were in the games industry.
rabidrabbit said:Interesting.
What company do you work for? All the other vocal devs here have stated who they work for so to join that club I think you should too.
NANOTEC said:It does but you have to set the parameters for the type of texture beforehand.
NANOTEC said:FWIW I've worked for quite a few game companies. I initially started as a game tester, but already had experience with 3d modeling and some programming experience before that. I slowly started to build my resume after that.
NANOTEC said:It's quite easy to move up the latter in the game business when you have 3d modeling talent and an understanding of game testing methodology etc.
NANOTEC said:Most game artist don't know anything about programming or game testing or IT.