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About FR (Read 229 times)
May 25th, 2003 at 10:23am
RollerBall   Ex Member

 
I just found out something that others might be interested in. To save people downloading all of Mr Gray's tree libraries when I might only use a couple of types, I've taken the textures in question and made them into 256x256 8 bit bmps with black backgrounds and applied transparency in EOD. Putting the results in my scenery\texture folder worked fine.

I then thought - what happens if a make the textures extended bmps - 16 bit 444 with alpha as that's what EOD likes.

Result - just 1 tree gave a saving of 0.2k - not a lot you say but not bad in total when you might have dozens of the little devils all over your scenery.

Then I thought, what about all my other custom textures which were all 256 or 512 8 bit bmps. So I converted all of those to extended 16 bit 444.

Result - an FR increase of 1-2 f/s. May not sound a lot, but this is in parts of the scenery where with AI and stuff FR was down to UNDER 5 and nearer 4. In other parts where  had less of a problem, I'm now seeing 8 -10 where I was getting much less.

Worth knowing.

Roger
 
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