I wrote a tweet yesterday about large file sizes for games where I made assumptions about their reasons and had it explained to me that I got it wrong. This was particularly kneejerky of me and I wasn’t, as they say, in my lane on that one.
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Animations can certainly be compressed - when dealing with rigs that are animated with forward kinematics, those optimisations come at the cost of jitter which is increasibly noticeable as render resolutions go up.
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Textures can be optimised by running them through compression schemes like DXT1, DXT5, BC6 or BC7 - but you'd better hope that those textures don't need hard edges or otherwise require fine details, because the block compression utilised by all of the above will kill quality.
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Your entire thread is being ignored and it's 100% on point. For layman's sake, the best comparison is OG Prince of Persia in PS2 era, primarily in audio. The GC version's audio was garbage due to the small data space on the small disc, and that's with compression and optimization
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Wouldn’t say I ignored it. I gave it a nice like! Be good to discuss procedural textures vs baked texures. Do devs still stick to polygon limits? Proprietary compression?
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