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Author
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Topic: Texture memory managment
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Zurawski Pilot
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posted 06-21- 09:25 AM
OK...As some of you may or may-not know I'm doing models for IL-2. The way IL-2 magages texture memory is that it uses different texture sizes for different LODS. LOD level 1 & 2 = 512x512 LOD level 3 = 256 LOD level 4 = 128 LOD level 5 = 64 This "seems" to be an efficient way to manage texture memory. Obviously if the plane is a blury dot on the horizon it doesn't need a 512x512 texture does it? 
Question... Will this work in FS? I ask this because with the advent of the higher texture possibilities of the patch, I forsee people using higher texture limits. If this is feasable, this will allow higher textures to be used, yet not overly tax the games engine. What think you? [This message has been edited by Zurawski (edited 06-21-2001).] IP: Logged |
Pachy Pilot
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posted 06-21- 09:48 AM
quote: What think you?
Why you talking same as Oleg? IP: Logged |
Maury Markowitz Pilot
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posted 06-21- 12:53 PM
quote: Originally posted by Zurawski: This "seems" to be an efficient way to manage texture memory. Obviously if the plane is a blury dot on the horizon it doesn't need a 512x512 texture does it?
This does mean more loads though, as (if) the planes approach you. You might want to spool that off to another worker thread that idles out, instead of clogging the code in the main thread. Maury IP: Logged |
Zurawski Pilot
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posted 06-21- 12:57 PM
...Patchy,Dislexic am I.  ..Maury, Maybe more LODs for older models, but most newer ones have at least four LOD levels... IP: Logged |
Razer Pilot
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posted 06-21- 01:26 PM
I've already though of this since it's in many sims on the market or coming to the market. The A-20 will have this feature added to see how things work. IP: Logged |
Bryan Russell Pilot
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posted 06-21- 01:33 PM
I really can't see reason to explicitly make smaller textures for each LOD level, thats what Mip Mapping, or even the SDOE LOT system is for. In case you don't know what it is, Mip Mapping is a system done in hardware on the card, that chooses the right sized textures to load and apply based on the coverage required for a triangle. Its real purpose is to improve image quality at distance, but it has the side effect that less card texture memory is required for objects that are further away. Typically the Mip Map texture "Pyrimid" goes down to 1x1, so the dot you are talking about would need only a 1x1 texture loaded and displayed. There may be more to the IL2 feature you just described, but on that description it does't sound like a particulary good idea. ------------------ Wings with Wires Go here for info about the Unofficial Patch IP: Logged |