Quote: "Well dds is still a big format in size, take a look AT for example palm06 22mb Times 4-5 for pbr!!!"
I don't think you're really reading what we're all saying here.
IT'S NOT ABOUT THE FILE SIZE (MEGABYTES) OF THE TEXTURE. None of that matters once the game is compiled and once the texture is actually loaded into memory. What matters is the size of the image in
PIXELS (it's dimensions). This determines how much video memory it takes up.
Secondly, if you're using PBR, you don't just have one image (i.e. color), but several images (i.e. color, normal, ambient occlusion, etc.). This will make for a larger file size (again,
MEGABYTES).
Quote: "Thats 100mb for one object, You courld have done that with just as good resultat 5-10mb with jpgs."
Again, none of that is going to matter once you complete the game/level and save out your standalone game. Take file formats for 3D objects, as an example. You can import several file types, like OBJ, .X, FBX, etc. However, GameGuru does not use these file types when you export the game. GameGuru has it's own internal file format for 3D files and it will use that instead. As a result, it's not going to matter what the file size (in MEGABYTES) is. What's going to matter is the polygonal count of each model. Likewise, it's not going to matter what the file size (in MEGABYTES) of any image used as the image will be converted to what the game engine (and the video card) require.
I have all My textures in bmp sence its The best quality and then convert to [b]almost lossless jpg.[/b]
I emphasized that last bit because, yes, at 100% it may be near lossless, but it is still lossy nonetheless.
Quote: "Png is Great but too big, and so are most other formats."
Again,
Quote: "FILE SIZE (IN MEGABYTES) DOES NOT MATTER"
. What matters is size in pixels (the dimensions of the image). For example, you don't want to use a 4K image on a very small, barely seen entity as you'll just be consuming more video memory that could be used to store other textures for your game. Again, the amount of video memory a texture consumes
HAS NOTHING AT ALL TO DO WITH ITS SIZE IN MEGABYTES. So why settle for an "almost lossless" version of your texture when you can have an absolutely lossless one?
Quote: "Loss at 100% is a DUMB thing to say sence the loss is almost zero that means You cant see The difference with Your naked eye. "
It is not dumb because it is true. There is still loss of information at 100% when using JPG, even if you cannot see it. JPG was intended for web sites, to create smaller files IN MEGABYTES for quick loading. It was never intended for textures and materials for 3D models and real-time 3D games. You ever hear of using the right tool for the job? JOG is NOT the right tool for real-time 3D game engines for a variety of reasons and, again, in case you missed it previously,
FILE SIZE IN MEGABYTES DOES NOT MATTER in the completed game.
EDIT -
If you have three textures that are ALL 4096 x 4096 in size (pixels), but are three different formats, such as PNG, JPG, and BMP, they will take up
DIFFERENT amounts of space to store them on your hard drive, but will consume the
SAME amount of video memory in the running game. The difference, as was pointed out the post above mine, is with the DDS format, which actually allows for the same image to actually take up less video memory.
So,
DO NOT confuse
how large the file is on your hard drive with how much memory it will consume once it's in video memory. A nicely compressed JPG will consume the same amount of video RAM as a totally uncompressed PNG once in video memory.
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