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Is the texture tiling performance relevant?
#165422
11/03/07 08:18
11/03/07 08:18
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Joined: Mar 2007
Posts: 261 Germany
Thracian
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Hello, if i map a model, i often "tile" the texture. That means in the skine ditor i drag the certizes out of the original texture so that the skin become more detailed. (e.g. if i have a wall texture i scale the mapping so that i get several wall textures tiled on my model). Is this performance relavant? Does this method slow my game? I also often use 4 256x256 textures than one 512x512. Is this also performance relevant?
Beste Greetings, Thracian
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All programmers are playwrights and all computers are lousy actors.
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Re: Is the texture tiling performance relevant?
[Re: Thracian]
#165423
11/03/07 23:37
11/03/07 23:37
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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The more textures the slower the rendering (4 Textures -> needs nearly 4 times the time as if it would have only one texture (?)). I`m not sure about the tiling. It could be slightly slower than the alternative of bigger textures. But it needs less memory and looks better... Interesting question. The number of textures is important but the tiling shouldn`t. Slin
Last edited by Slin; 11/03/07 23:37.
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Re: Is the texture tiling performance relevant?
[Re: Slin]
#165424
11/04/07 12:29
11/04/07 12:29
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Joined: Mar 2007
Posts: 261 Germany
Thracian
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Okay, thanks =) if someone knows that the tiling is relevant, i´d appreciate some additions.
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All programmers are playwrights and all computers are lousy actors.
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Re: Is the texture tiling performance relevant?
[Re: Slin]
#165425
11/04/07 14:47
11/04/07 14:47
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Joined: Jun 2005
Posts: 4,875
broozar
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Quote:
4 Textures -> needs nearly 4 times the time as if it would have only one texture (?)
halte ich für ein gerücht, solange die teturen im selben pass liegen.
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Re: Is the texture tiling performance relevant?
[Re: broozar]
#165426
11/04/07 14:54
11/04/07 14:54
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Joined: Jul 2001
Posts: 6,904
HeelX
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Joined: Jul 2001
Posts: 6,904
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Wenn du 4 Gruppen in einem Model hast, werden alle 4 Gruppen in eigenen Pässen gerendert (deshalb IMMER im _finalen_ Modell alle Gruppen mergen, außer es gibt einen triftigen Grund warum man das nicht sollte). Die Anzahl der gerenderten Texturen ist unerheblich (mal abgesehen, dass du 4 Texturen durch den Speicher jagst) - wenn du 4 Texturen in eine joinst hast den gleichen Speicherverbrauch. Wenn du mehrere Texturen verwendest und die mit anderen modelst sharest, dann sinkt der Performanceverlust wiederum, weil die Textur nur einmal für alle benutzten Modelle verarbeitest. Wenn du aber z.B. im MED in eine Textur eine FX Datei lädst, dann wird es schon wieder kritisch und es ist erheblich, dass du 4 Texturen hast.
Last edited by HeelX; 11/04/07 14:55.
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Re: Is the texture tiling performance relevant?
[Re: ventilator]
#165428
11/05/07 10:37
11/05/07 10:37
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Auch das Tiling (Kacheln) kann eine Rolle spielen. Versuch mal ein Terrain mit gekachelter Textur zu rendern und erhöhe drastisch die Zahl der Kacheln. Es wird die FPS-Rate verringern. Man muss bedenken, dass 32x32 schon 1024 Kacheln sind, die evtl. gleichzeitig auf dem Bildschirm gerendert werden müssen.
Models, Textures and Games from Dexsoft
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Re: Is the texture tiling performance relevant?
[Re: ventilator]
#165430
11/05/07 13:45
11/05/07 13:45
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Ja, das habe ich mit dem mtlFX Terrain Shader von Conitec und mit einem FFP Terrain-Shader ausprobiert. Aber vielleicht liegt es nicht an der GPU sondern am Shader oder an der Engine? Um das genau zu beurteilen, weiß ich leider zu wenig von den Internas.
Models, Textures and Games from Dexsoft
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Re: Is the texture tiling performance relevant?
[Re: Machinery_Frank]
#165431
11/05/07 19:49
11/05/07 19:49
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Joined: Mar 2007
Posts: 261 Germany
Thracian
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Interesting, thanks for the answers. To be clear: At the moment i linke to make even simple models with 4 textures and lots of tiling, so i should stop that and stay with one texture, which is also more difficult at tiling?
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All programmers are playwrights and all computers are lousy actors.
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