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Ways to condense file size unreal
Ways to condense file size unreal




ways to condense file size unreal

incorrectly sized images may be universally scaled in one direction, either all 'up' or all 'down', but not both (up and down) - 258 x 127 might be scaled 512 x 128 in such instances. Either/or depends on the engine and whether it has a 'simple' or 'complex' correction system in place, i.e. In other words if a texture is 258 x 127 height/width, it may be rescaled down to 256 for height but up to 128 for width because those are the nearest 'whole' numbers relative to PoT. On the right (blue tinted checked) textures are improperly sized, the difference being highlighted in red, an area representing the amount of space the textures should be occupying but isn't, which then forces the render engine to scale up or down to the nearest 'whole' or 'valid' unit of measurement.ĭesign note: depending on the way an engine is coded, and the rules that may be in place to address problems like "Power of Two" conformity, the red areas shown below indicate how much scaling might be needed, the image scaled up or down to the nearest fixed unit. On the left (orange-ish tinted checker) textures are correctly sized ('valid') relative to power of two dimensions - "64 x 64", "256 x 64" etc. This is notwithstanding the additional preference for the use of texture 'sheets' where a single image may contain several areas that are independently mapped to completely separate objects.įor example shown below is what the " Power of Two" rule might typically be in practice for game content. These two simple points in practice means texture assets being "64 x 64", "128 x 64", "2048 x 512" and so on.ĭesign note: modern games have preference for square (" 1:1" height/width), or limited rectangular dimensions (" 2:1"/" 1:2" height/width) for ease of use/speed of loading/processing. In other words any image that is " 8", " 16", " 32", " 64", " 128", " 256", " 512", " 1024", " 2048" (or higher for more modern games) pixels in one or more width/height direction, is considered v alid and properly optimised for quick loading into a game and processing into memory.

ways to condense file size unreal

In short it's a set of simple criteria ensuring 2D image assets conform to regulated sizes and dimensions, which typically manifest as 1) width/height being divisible by " 8", and/or 2) width/height that can be doubled-up or divided-down by " 2". And not as a singular event either, as this may happen every time images are loaded, used and dumped in/out of memory when a particularly 'bad' image is needed.Īn approximate visual representation, in Blender (2.49 lower, 2.73 upper), of what a games rendering engine would do to a incorrectly sized/proportioned texture when applied to an object if it were not fixed A) texture loads 'as is' - red indicate 'null' areas of the mesh B) image is force-resized to fit causing mismatch between surfaces C) correctly sized texture applied without issue What is the power of two rule ^ Whilst the resources spent correcting a single texture might be minimal, across an entire level during play, the hundreds of assets loaded and streamed in for use add up quite significantly. In essence "Power of Two" is a form of data ' optimisation', a necessity so images are as efficient and 'lite' as possible, whilst simultaneously providing an appropriate visual experience.ĭesign note: so what's the problem?.

ways to condense file size unreal

These chunks are important in regards to the " Power of Two" rule because they establish a set of hard coded, physical restrictions on media that must be conformed to, else a given games rendering engine will waste resources 'fixing' the assets so they do. There's actually a long history associated with game and content development that has to do with the way computers manage and process data in limited 'chunks', rather than all at once, for purposes of efficiency. The "Power of Two" rule is a fundamental necessity due to the way game engines work.

ways to condense file size unreal

#Ways to condense file size unreal Pc#

What type of games use this rule ^Īll of them, because it's an underlying feature of the technology, so " Power of Two" is equally applicable to PC and console games as it is to tablets and mobile platforms the same fundamentals apply across the board irrespective. The following discusses one of these rules that of texture size, their dimensions and how these relates to a form of texture optimisation, commonly referred to as the " Power of Two" rule.






Ways to condense file size unreal