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DonFerrari said:
MajorMalfunction said:

There's a difference between lossless and lossy compression. Most every game engine already supports lossy compression for textures. It's called BCN (BC = Block Compression, the N is a number between 1 and 7, each compression being optimized for different things). BCN is also something that hardware can directly consume without any additional processing.

Not related to the topic of size and the BCN.

But there is also those techniques to "compress-not detail" that will render on lower quality what is far and will make the game lighter and also improve drawing distance, but sure some devs make mistakes on it by making the transition not be smooth and generate the popins and "out of foucs" texture.

Pop-in and otherwise non-smooth transitions are a problem of loading data, and selected draw distance, and are not totally related to base texture quality, if the base mipmap size is large enough. When a texture isn't fully loaded, because they no longer have to be, due to sparse virtual textures being a given this gen, the system uses a too small mipmap of the given texture, resulting in a blurry/out of focus appearance. Rage had this problem because there wasn't enough memory on the PS360 to accomodate large enough textures (2K by 2K for a 1080p screen, plus and 2-8 2K by 2K texture tiles for what you need to texture outside the viewing frustum). JPEG transcoding at runtime (JPEG to BCN) is also a thing developers do.



Currently (Re-)Playing: Starcraft 2: Legacy of the Void Multiplayer, The Legend of Zelda: A Link to the Past

Currently Watching: The Shield, Stein's;Gate, Narcos