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Texture Limit

Started by Mat1515 0 replies 950+ views
Original Post
Mat1515
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
Ut o not me again:) lol
JTippetts
JTippetts
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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