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Re: Desert camo T90

Posted: 2018-01-09 03:51
by mectus11
[R-DEV]Mr.VdHeide wrote:I have send you the .psd file. :)



D.J.
I got it thanks, will take a look at it this week. :)

Re: Desert camo T90

Posted: 2018-01-20 04:46
by B4rr3l
I still don't get it why you guys are so afraid of large textures... nobody has 128MB cards at this days, of course wasted space or huge textures on useless stuff it's not welcome, but I would definitely go 2048 for a tank.

Re: Desert camo T90

Posted: 2018-01-20 13:13
by Rhino
B4rr3l wrote:I still don't get it why you guys are so afraid of large textures... nobody has 128MB cards at this days, of course wasted space or huge textures on useless stuff it's not welcome, but I would definitely go 2048 for a tank.
Because BF2 is a 32bit engine and as such, you can only load so many mbs of texture, no matter how much ram you have, and if you exceed it, the game crashes and we have exceeded that limit in the past since unlike vBF2, we have many more vehicles, weapons etc in a single map, not to mention much larger maps with a lot more lightmaps to load etc, and as such we have had to downsize textures because of it.

But yes, a single 2048x2048 texture is what a tank texture should be I agree as I said before in the last page (and ideally with the diffuse saved as DXT1 and normal/spec saved at 1/4 the size in DXT5), but the T-72 is 2x 2048x2048 textures (one for the chassis and one for the turret), making it basically a 4096x2048 texture, + an extra draw call for having two materials, and to put that into context that is the size of texture I'm using for my Frigate's main texture sheet, and that is a lot larger than a tank....

Re: Desert camo T90

Posted: 2018-01-20 23:18
by agus92
[R-DEV]Rhino wrote:Because BF2 is a 32bit engine and as such, you can only load so many mbs of texture, no matter how much ram you have, and if you exceed it, the game crashes and we have exceeded that limit in the past since unlike vBF2, we have many more vehicles, weapons etc in a single map, not to mention much larger maps with a lot more lightmaps to load etc, and as such we have had to downsize textures because of it.

But yes, a single 2048x2048 texture is what a tank texture should be I agree as I said before in the last page (and ideally with the diffuse saved as DXT1 and normal/spec saved at 1/4 the size in DXT5), but the T-72 is 2x 2048x2048 textures (one for the chassis and one for the turret), making it basically a 4096x2048 texture, + an extra draw call for having two materials, and to put that into context that is the size of texture I'm using for my Frigate's main texture sheet, and that is a lot larger than a tank....
That translates as there is no possibility to make an HD pass on PR like Barrel is doing on his mod, right?

Re: Desert camo T90

Posted: 2018-01-23 17:43
by B4rr3l
[R-DEV]Rhino wrote:Because BF2 is a 32bit engine and as such, you can only load so many mbs of texture, no matter how much ram you have, and if you exceed it, the game crashes and we have exceeded that limit in the past since unlike vBF2, we have many more vehicles, weapons etc in a single map, not to mention much larger maps with a lot more lightmaps to load etc, and as such we have had to downsize textures because of it.

But yes, a single 2048x2048 texture is what a tank texture should be I agree as I said before in the last page (and ideally with the diffuse saved as DXT1 and normal/spec saved at 1/4 the size in DXT5), but the T-72 is 2x 2048x2048 textures (one for the chassis and one for the turret), making it basically a 4096x2048 texture, + an extra draw call for having two materials, and to put that into context that is the size of texture I'm using for my Frigate's main texture sheet, and that is a lot larger than a tank....

I don't know m8 all the PR maps are 16km2? that would certainly need a lot of lightmaps.. and extra processing power, but I think lots of it are 4km2 as in BF2 no? but keep in mind that:

I have 2048 OS Normal maps DXT5 for each hand (left and right).

What I mean is that I'm not sure what makes it uses so much RAM when you have a 2GB Video card. My RAM usage is always under 1.9GB, so probably isn't textures what eats that amount of ram there, all the skyes are 8192x4096, terrain is all 2k detail textures + 2K LowDetail, all my lightmaps upscaled to 1024x1024 (and some objects lightmaps to 4k), my water is HUGE and ARGB 32 bit, HUD is all HD 32 bit and not even in an Atlas, undergrowth at full 2048x2048, huge amount of effects and common textures at 4096x4096_32BIT ARGB (True HDR 4k Stuff).

They all go to my video ram not memory.

2 things I think could improve PR performance...

NoStaticLOD (is worse to have 3 objects in memory when even the first one is low poly already)

And less lods for weapons (Max 0,1,2) and using always the same main texture instead of lots of smaller ones. (never seen the point of it, you will need to have the larger one loaded anyway)

review frequency and time to live of all the effects.

Re: Desert camo T90

Posted: 2018-01-27 17:02
by B4rr3l
One more hint I spent the last 4 days grouping all the weapons textures in a single folder and manage to reduce 500MB of RAM/VRAM usage.

Re: Desert camo T90

Posted: 2018-01-27 17:07
by Mats391
B4rr3l wrote:One more hint I spent the last 4 days grouping all the weapons textures in a single folder and manage to reduce 500MB of RAM/VRAM usage.
You mean just moving them all into one common/textures folder or checking for duplicates?

Re: Desert camo T90

Posted: 2018-01-27 22:47
by B4rr3l
[R-DEV]Mats391 wrote:You mean just moving them all into one common/textures folder or checking for duplicates?
I moved them all but also changed the patch on each weapon mesh to point to a common folder, easier to avoid duplicated this way.

in my case lots of weapons used common textures for scopes, magazines, rails, lenses, bullets and stuff so now there is just one of each for every weapon.