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curl-6 said:
Most UE4 games look great while it seems nearly every Unity game looks/runs like fried shit

That's a managed language (C#) for you. Unpredictable performance comes with that kind of language (mostly garbage collection related). Allocate and manage memory yourself, game programmers. Understand memory lifetime and memory management is dead simple, and usually more performant than GCs.

Zkuq said:
caffeinade said:

Storage space requirements for sprites are incredibly small.

A 24x32 pixel PNG can be as small as(or smaller depending on what the image is) 368 bytes.
Now that is just as a PNG, you can have custom formats that could be much smaller than that.
A FLIF file of the same image (just a quick conversion, I haven't played around with FLIF as much as PNG) is 215 bytes.
Both files are lossless (FLIF can do lossy too).

Just some cool information I wanted to share.

Huh, I've never heard of FLIF. I'm familiar enough with PNG though. Anyway, there are 2D games with higher resolution sprites as well (e.g. Cuphead), which is why I didn't say 2D games always use less memory. I reckon storage space requirements ever for large sprites with large areas with fairly uniform colours are much smaller than more realistic and varying sprites though. Suppose someone made a fairly realistic-looking 2D game with good animations, however, and I would expect it to use a fair amount of memory. Please do correct me if I'm wrong, of course!

Mega-Textures for 3D games take the cake. A reasonably detailed compressed (DXT; 4 bits per pixel) texture (128K x 128K) is like 2 GB, and 16 GB uncompressed (RGBA8, 32 bits per pixel).

Last edited by MajorMalfunction - on 18 December 2017

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