Re: BF2 HD Remastered 3.0 Beta - 2017 - Official
Posted: 2017-09-19 14:05
hehehehehe LOL![R-DEV]rPoXoTauJIo wrote:Well that's would be relatively easy.
hehehehehe LOL![R-DEV]rPoXoTauJIo wrote:Well that's would be relatively easy.
yep loved the quick pick repply[R-DEV]AfterDune wrote:Haha, made me chuckle, rpox![]()
salutcestbooby wrote:Can you show us a pic of OperationNerfcas ?![]()



elegant hehehe[R-DEV]AfterDune wrote:What a handsome fella![]()



Are the texture sizes the same as before? If they are bigger than before, then it will be harder for clients to render, not to mention more memory usage, so will have an impact on performance.B4rr3l wrote:Same poly count, same performance..
That's a 256kb texture m8, any modern videocard has plenty space in the video ram for that. But you can reduce it to 128kb as the vanilla one and it will still with the same difference, but of course, pixelated as vanilla.[R-DEV]Rhino wrote:Nice work.
Are the texture sizes the same as before? If they are bigger than before, then it will be harder for clients to render, not to mention more memory usage, so will have an impact on performance.


Yes I'm also trying to help from my trial and error database, what I mean is we have to keep the optimizations only on the shaders that uses RAM and do not try to use VRAM first,'[R-DEV wrote:Rhino;2174358']Well you won't feel any difference in FPS just from doubling the size of one or two textures. But if your doubling the size of basically every single texture ingame, you will feel a performance difference.
I also take it you referring to the head as a 128kb, 512*256 texture (actually 170.7kb if including all mips instead of just the first) and if so, increasing it size will quadruple, not double it, to 512kb for a 1024*512 texture (with mips, 682.7kb, 4x the amount of it's original)
A quick example of making a single head normal texture bigger, note the memory usage in the bottom right of the texture:
512*256:
1024*512:
That is not to mention since BF2 is a 32bit game, which means you have a ~3gb memory limit to contend with, which if you go over that, the client will CTD on load. We hit that limit some time ago in PR and had to do drastic action, scaling down pretty much all our vehicle textures to only a fraction of the rez we originally made and had them at in early releases, which is why many of our vehicle textures look so low rez, and optimizing their formats so they take up as little memory as possible with being as high rez as possible, is quite a lot of work and something I have been doing slowly over the years. Things like the Chinook have high rez textures again as I tweaked the textures to be in an optimized format with diffuse not using an alpha channel etc so then it could be seriously scaled up, with only a 23% overall increase in memory, for pretty much visually quadruple the detail than before.
If we take all the PR US Army Solider textures (although PR has more faces than vBF2), at their current rez they come to 17.5mb. Ift we quadruple that, assuming we up the rez of all the textures to the next level, then that comes to 70mb. Then also assuming we do the same to the other faction they are playing and they have the same sort of texture setup for their soldiers, your talking 140mb, just for the players on the map, where currently they use 35mb. Now 105mb increase might not sound like much, but that will have in impact both on performance (although just that extra you probably won't be able to notice any FPS difference on a decent PC with plenty of memory) and does bring you closer to the 3gb memory limit which if you go over, no matter how much memory your PC has, it will crash on load.Spoiler for from the dev fourms:
BTW just for the record, I'm not saying you shouldn't increase the size of the textures, I'm all for that, I'm saying you should be aware of both the performance impact and memory limitations of the game while doing it and try to only increase the textures that will mostly benefit from it.
Did you edit the shaders to enable that? Would be nice to see the results of thatB4rr3l wrote:That's why I need the alpha so I can have the terrain bump mapped.
Interesting, PR could really do with that!B4rr3l wrote:Total RAM usage for the whole Remastered pack is at around 1.85GB only cause all those shaders are allocating those HD textures on video RAM which ramped up from 512 to 1.9GB (Yes as you can see that is much more than the 3GB "limit" already)
I'm not that knowledgeable about how BF2 handles its memory but from what I understand, meshes and textures are loaded into the Video RAM until that runs out, then it starts to use up normal RAM. That post was also from two years or so ago but yes, I'm still on Win7, best windows around at the momentB4rr3l wrote:btw, that Chinook looks gorgeous, me want lol. And also good to know that vehicles also goes straight to RAM instead of Vram? Onboad should have your shared memory increased to 2GB mannualy also. Are you guys at windows 7 or something like that?
[R-DEV]Rhino wrote:I would recommend you find someone with a really low end and mid-end PCs to do some performance testing with since something that has no effect on a high-end PC can have a big impact on a low-end or even middle of the range PC.
Did you edit the shaders to enable that? Would be nice to see the results of that
Interesting, PR could really do with that!
I'm not that knowledgeable about how BF2 handles its memory but from what I understand, meshes and textures are loaded into the Video RAM until that runs out, then it starts to use up normal RAM. That post was also from two years or so ago but yes, I'm still on Win7, best windows around at the moment![]()
Who has tesselation is the standard BF2 terrain, actually tessalation received a few improvements in DX11 but it was born with the displacement maps (heightmapdata.raw)'[R-DEV wrote:Mineral;2174377']Nice! Didn't know about the terrain normal shaders. Gonna try those out. Doubt it has tessellation though![]()
Read a thread where you also wrote in:
Corona's Shaders - Page 2 - Final Showcase - Official BF Editor Forums
How do you go about adding the normals to roads? Didn't understand what you meant with Remdull tools.
I doubt tessalation is available in DX9. What I know about tessalation is that it needs a different rendering pipeline that is only available in DX10+.B4rr3l wrote:Who has tesselation is the standard BF2 terrain, actually tessalation received a few improvements in DX11 but it was born with the displacement maps (heightmapdata.raw)
