RAM, DXT, Help please
PLEASE PEOPLE…HELP ME…
I read this article about the DXT :
http://udn.epicgames.com/Two/UnrealTexturing
EXTRACT.:
*
Eight-bit Palettized
P8 textures, as they are denoted in the editor, are the same 8-bit palettized (256 color) textures used in the build 436 engine and earlier ("Unreal" and "Unreal Tournament" timeframe). Even though they are uploaded to the video card as a full 32-bit RGBA texture, when properly quantized a P8 can look identical to the original 24-bit source art, while still offering a 75% savings in disk and system memory.
P8 textures offer 1-bit alpha in the form of a mask color. If a texture is imported as masked, color index 0 is set as transparent. Once you palettize your texture, you'll need to edit your 256-color image and apply color zero to the transparent portions of the texture.
*
MY QUESTION, EXAMPLE:
I have a picture (256*256px).. How much ram will be used…if i will use „Eight-bit Palettized „
Thanx very much.
Quote:Original post by Promit
Don't bother. The graphics driver will simply expand it to 32 bit ARGB anyway.
okok..but they wrote:
while still offering a 75% savings in disk and SYSTEM MEMORY.
Quote:I have a picture (256*256px).. How much ram will be used…if i will use „Eight-bit Palettized „
66304 bytes.
I'm pretty sure 'memory' in this context refers to 'disk space' since, as Promit said, the driver will just wedge the 32-bit version in primary memory. Since 8 is a quarter of 32, there's your 75% savings.
What kind of memory limits are you under that you need an 8-bit indexed colour texture?
As for your size question, if you have a 256 x 256 texture with eight bits per pixel... well, you have 256 * 256 * 8 = 524288 bits = 65536 bytes = 64 kilobytes. On top of that there's probably some header information or something.
What kind of memory limits are you under that you need an 8-bit indexed colour texture?
As for your size question, if you have a 256 x 256 texture with eight bits per pixel... well, you have 256 * 256 * 8 = 524288 bits = 65536 bytes = 64 kilobytes. On top of that there's probably some header information or something.
Quote:Original post by Ravuya
I'm pretty sure 'memory' in this context refers to 'disk space' since, as Promit said, the driver will just wedge the 32-bit version in primary memory. Since 8 is a quarter of 32, there's your 75% savings.
What kind of memory limits are you under that you need an 8-bit indexed colour texture?
As for your size question, if you have a 256 x 256 texture with eight bits per pixel... well, you have 256 * 256 * 8 = 524288 bits = 65536 bytes = 64 kilobytes. On top of that there's probably some header information or something.
Summary.:
*pic: 256*256px -> PNG, JPG, BMP (8,16 or 32bit) -> 256Kb RAM in DirectX used.
*pic: 256*256px -> DXT, 8bit -> 64Kb RAM in DirectX used
IS IT TRUE OR FALSE ?
thanx for patience :-)
Quote:Original post by JohnyCageQuote:Original post by Ravuya
I'm pretty sure 'memory' in this context refers to 'disk space' since, as Promit said, the driver will just wedge the 32-bit version in primary memory. Since 8 is a quarter of 32, there's your 75% savings.
What kind of memory limits are you under that you need an 8-bit indexed colour texture?
As for your size question, if you have a 256 x 256 texture with eight bits per pixel... well, you have 256 * 256 * 8 = 524288 bits = 65536 bytes = 64 kilobytes. On top of that there's probably some header information or something.
Summary.:
*pic: 256*256px -> PNG, JPG, BMP (8,16 or 32bit) -> 256Kb RAM in DirectX used.
*pic: 256*256px -> DXT, 8bit -> 64Kb RAM in DirectX used
IS IT TRUE OR FALSE ?
thanx for patience :-)
Kilobytes (KB) are different from Kilobits (Kb).
But based on what Promit said, the first condition (256KB) is the correct one.
Quote:Original post by RavuyaQuote:Original post by JohnyCageQuote:Original post by Ravuya
I'm pretty sure 'memory' in this context refers to 'disk space' since, as Promit said, the driver will just wedge the 32-bit version in primary memory. Since 8 is a quarter of 32, there's your 75% savings.
What kind of memory limits are you under that you need an 8-bit indexed colour texture?
As for your size question, if you have a 256 x 256 texture with eight bits per pixel... well, you have 256 * 256 * 8 = 524288 bits = 65536 bytes = 64 kilobytes. On top of that there's probably some header information or something.
Summary.:
*pic: 256*256px -> PNG, JPG, BMP (8,16 or 32bit) -> 256Kb RAM in DirectX used.
*pic: 256*256px -> DXT, 8bit -> 64Kb RAM in DirectX used
IS IT TRUE OR FALSE ?
thanx for patience :-)
Kilobytes (KB) are different from Kilobits (Kb).
But based on what Promit said, the first condition (256KB) is the correct one.
hmm...than the second condition is incorrect ?we can read :
a quotation from.: http://vvvv.org/tiki-print.php?page=HowTo%20Prepare%20Textures
"If you want to load a very large number of textures its recommended to choose a compressed texture memory format to save RAM space."
How much ram is it...If the second condition is the incorrect ??
This topic is closed to new replies.
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