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Texture Limit
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quote:
Original post by Mat1515
How many textures does the average commercial game have loaded at one time on average
I''m getting worried on using to much memory at once and i only have 8 64x64 bitmaps loadedlol
8x64x64 is nothing at all, hardly a drop in the bucket on even lower end cards. Consider that if each texture is 24 bit, that means you are using about 96k of texture memory (plus a little bit for overhead). Now consider that even for a low-end 16MB video card, that is about 0.6% of the available memory.
In my isometric game, I use 32-bit textures to represent frames of sprite animation. Each character can have in the ball-park of 20-40 frames for the entire set of animations (walk, die, attack, etc...) and each sequence of animations must be represented in 8 facing directions. All total, it can come to as much as 320 frames per character, and the average sprite size is 64x128, though many are smaller. On the average, I use 2 to 6 MB of texture memory per character type. Factor in another couple megs for landscape graphics, special effects, items, etc... I can easily push the 32MB mark.
The 3D engine I''ve been working on is a lot leaner in texture memory usage, since I only have to store one or two skin textures per model; but still, between terrain textures, skin textures, etc... I can chew up several MB.
Most commercial 3D extravaganzas are going to use a lot of texture memory as well; why do you think cards come with 64/128/256 MB of onboard memory? Go ahead and use it up.
World of Golem
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