TEXTURES: Number used and FPS relations?

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Slyk
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TEXTURES: Number used and FPS relations?

Post by Slyk »

Just curious, in lew of comments about maps with tons of or fewer textures used. I know in other game engines the fewer textures used in a map, the faster the engine can render...memory management and all.

So, any thoughts on IF this factors into Mohaa Radiant? I used a small number, as little as possible, actually in my Tractor Works map with this in mind (although, being a factory setting, it's what you'd find more than not). Any way to tell what the engine thinks of more/less textures? Maybe doesn't matter, but IF it would, something to consider to steal a few more fps%.
jv_map
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Post by jv_map »

Yes, the amount of textures used has a maior impact on performance. Your vid card loads all textures in its memory, so less memory is left for other tasks. Also, map loading time will strongly increase.

Furthermore, downscaling textures is bad for fps as well.

On the other hand, a varied set of textures is a very good asset for the looks of a map.
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Slyk
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Post by Slyk »

I did a lot of work with the "Thief" series and their Dark Engine, it totally had a fit with a ton of textures. BUT, I also learned quickly that increasing the texture scale saves a lot of FPS too. I've actually tried to boost the texture scales to atleast 1.5 where possible, but unfortunatley many of the indoor wall textures require down-scaling. Every little bit helps, I guess.

Maybe not a bad ideas to consider on large outdoor-bad VIS maps! A little sameness, but actually if you think about it, most small towns and villages ARE built from the same materials that were available locally. So as far as accuracy goes, I don't think fewer, but varied use of outdoor stuff is so bad. Thinking about some original stock maps you see that a lot.

Thanks JV. Always look forward to your input.
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