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Shane C

Member Since 02 Oct 2013
Offline Last Active Aug 08 2015 11:52 AM

Posts I've Made

In Topic: How 3D engines manage so many textures without running out of VRAM?

01 May 2015 - 09:54 AM

Hello everyone,
I have done few 2D games. I have a solid understand of most of the techniques that are used in 2D games. But I haven't worked with 3D yet. I'm wondering, How do game engines deal with loading so many textures without running out of VRAM?
So lets say you have a 100 models. each model have a 4k texture. Now each texture size is roughly around 67MB (4096x4096x32). So if we render all 100 models with 4K textures that would have a size of 6.3GB (100 x 67MB). Most video cards have 1-2GB of VRAM. So how do engines deal with that amount of data?
I understand that engines use Occlusion Culling to only draw models that face the camera. Is that how they also deal textures? Load only textures that are visible to the camera? Do they load it at runtime? That might be slow. Do they use some kind of Level Of Details algorithm to only load the 4K textures when you're close to it? i don't know.
How is this done exactly?

Correct me if I'm wrong, but you also have to factor in texture compression. A 4x4k texture is 16MB compressed last I checked. Add mipmapping and it's 21MB.

At the same time, more is stored on video cards than textures. You also have to factor in that the average player will probably want at least 4x AA and 1920x1080 resolution, leading up to 50-100MB framebuffer being used.

But the best way of figuring it is, few games have 100 unique humans in the world at once. And if they do, the textures of each human probably don't exceed 1x1k. Either that or they have a major engine and have completely figured a way around this problem.

In Topic: Feedback on a game idea

30 April 2015 - 01:17 PM

Can I state something a bit controversial? I don't care for the neverending games from a development point of view, because you as a tester and developer will never be able to test every facet of the game. Perhaps with endings this doesn't matter so much, but still, I tend to avoid making such a game for this reason.

In Topic: The Apple Watch's game market

30 April 2015 - 01:14 PM

I assume it will go the way of the iPod Touch for games - some will want to play games on it, but most gamers will get an iPad, iPhone or MacBook.

I probably won't make a game for it myself.

In Topic: Getting a 3D model to fit the style in a 2D game

30 April 2015 - 01:12 PM

I have a theory that if you have the same artist who does the 2D art for the game, design the texture for the 3D model, that it will fit in.

It's easy to get wrapped up in looking at 3D as 3D and 2D as 2D, but there tends to be some 2D in 3D models as well, and that is the texture.

In Topic: [3dFoin] New female ninja and 55% off sale :D

30 April 2015 - 10:56 AM

Good stuff. Most of it reminds me of Dynasty Warriors or Monster Hunter.