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8k or even 16k Background textures

Hito

Member
Last night a couple of us got a 8k x 8k Background image into AC and working. We tried a 16k x 16k and that also worked. The weird thing is the FPS improved with the larger texture, only by about 10 fps but it def improved

And to think i was told the biggest AC will use is 4k, tonight we are trying a 32k texture to see what the results asre
 

Pixelchaser

Well-Known Member
32k works too. 16K is ok, but if you are using multiayer shader, then you don't need to go this large tbh. most graphics cards can do 8192 no problem, I'm on a 1050 card here and no issues.
 

Hito

Member
Any idea why the FPS increases when using a larger texture?

Would be nice if there was a FAQ list that we could update with the correct information to prevent people being told nonsense when asking a relavent question, i remember asking a year or so ago if i could use a anything other than .PNG or 4k and the answer was no it must be .PNG and must be 4k. Turns out 8k, 16k or even 32k was possible.

I plan on releasing Glencoe with a 4k .PNG background and offer the separate .kn5 files to allow people that can run a better res option of 8k or 16k DDS format files
 

Pixelchaser

Well-Known Member
well its like the media news. rarely is it ever true in terms of the perception it generates. . its about who you speak to. and you spoke to the wrong people unfortunately.

are you using multilayer fresnel nm shader ?
 

Hito

Member
I tried multilayer fresnel nm but could not get anything decent after messing about with the values

All i can do is ask the questions and if the people with the knowledge want to ignore my questions or give me duff info then what can i do. I do not think i come across as rude or arrogant but if that is the case then there is nothing i can do about peoples perceptions
 

luchian

Administrator
Staff member
Interesting info.

The info coming from the Si3v (track master @Kunos), was a recommendation, not limitation. And even more, it's dated 2014.

Quote:
"no rules on texture names, size is limited by your graphic card (usually 8192x8192, even if I strongly suggest NOT to use such a big one). textures can be only PNG or DDS (I STRONGLY suggest to use dds). Any kind of dds format is supported except compressed normal maps, palette and signed ones"

Coming from this FAQ :D

Performance increase though.. I would surely like to know why.
I know that textures in PNG affect DIP more than DDS.
Size of a texture I would see it linked to GPU memory.

..but still, does not explain it.
 

Pixelchaser

Well-Known Member
taken from the main forums by TBerg

Regarding DIP (Draw Indexed Primitives)/draw calls and batch size, imagine a DIP as a single color on a painting. The more color a painting have, the more DIP there is. If the painting have 1000 color, that means there are 1000 DIPs in that painting.

The batch size is how many pixels each color have in that painting. Let's say there are 200 pixels of red color, then it is counted as 1 DIP with a batch size of 200. If there are 100 yellow pixels, then the result is the painting will have 2 DIP with average batch size of 150

as for how the DIP is counted in 3D models;
- 1 object with 1 material (standard) is counted as 1 DIP
- 1 object with a multi material (4 sub-materials) is counted as 4 DIP
- 2 objects with 1 material is counted as 2 DIP
- 2 objects with the exact same multi-material (4 sub-materials) is counted as 8 DIP

now this is why we need to be careful when we use multi/sub-object materials
20 separate objects with 10 polygons each, having the same multi-materials (with 10 sub-materials) is counted as 200 DIP with average batch size of 10.

If we attach all those objects together, the result will be 10 DIP with average batch size of 200
If we detach and break down the objects based on matID, separate the multi-material into 10 standard materials, and apply them individually, the result will be 10 DIP with average batch size of 20.
This last method gives the best result, with the lowest number of DIP and batch size.
 
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