Naiman Broome
Registered User
Join date: 4 Aug 2007
Posts: 246
|
10-02-2008 10:58
Hello all I have tried to reduce lag by decreasing heavyness of my textures so I been using all tgas mostly , then I made a test , I took a 1mb tga file and saved it as jpg getting a 300 kb , then saved with more compression getting 128 kb then I uploaded all on server and when I check making cntrl shift 3 I see they all weight the same and it is 512 512 texture size weighting around 1mb , so its actually useless to optimize textures ? how that work ? it just dont consider the weitht of new comressed textures or the game viewer dont consider and recompress all or instead the texture size checker dont work well? and anyway how I do optimize then ?
|
Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
|
10-02-2008 11:13
The viewer needs to convert/recompress the image to JPEG 2000 before uploading. If you were to use a method or viewer that can upload a JPEG 2000 file you created without modification, optimization might be possible.
|
Naiman Broome
Registered User
Join date: 4 Aug 2007
Posts: 246
|
10-02-2008 11:15
So what format I may use to be able to compress the image more? I need to use jpg 2000 or I can use a better one?
why Viewer still not using dds format?
|
Naiman Broome
Registered User
Join date: 4 Aug 2007
Posts: 246
|
10-02-2008 11:51
I tried to upload jp2 format but the viewer dont even sees it ... how can I optimize?
|
Naiman Broome
Registered User
Join date: 4 Aug 2007
Posts: 246
|
10-02-2008 11:58
I tried to upload severall formats even small few kb jp2 or png files once uploaded they all weight exactly 1048576 bytes I guess ....
|
Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
|
10-03-2008 10:40
doesnt matter what you save it as, SL auto optimise's and compresses it to jpg2k before it even leaves your computer
theres a small amount of factors when your talking about texture "lag"
the first kind of lag is loading lag, now a 1024x1024 image is pretty damn tiny filesize wise in jpeg 2k, so getting it from point A to point B is just a blip, 99.999999999999% of the time your seeing grey is because your waiting for the asset server to search, find, grab, whatever, your texture
along with tens of thousands of other people all at the same time
bout the only thing you can do to help with loading is to have everything for an object on 1 texture file, so its only having to query the database 1 time
when it comes to local machine performance lag, it doesn't matter what format its in, cause once it hits your video card its all uncompressed raw RGB(A)
the larger the image the more video ram it takes, the harder the gpu has to work to manipulate it, the slower you go
same with bit-depths
|
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
|
10-03-2008 11:45
Don't bother trying different compression tricks before you upload. All you are doing is adding more distortion to your texture, as it is going to convert it from WHATEVER format you import it from to an internally used jpeg 2000 format. Just save the files as .tga or .jpg or .png, and import them.
What WILL make a big difference is the pixel size of the image. A 1024 x 1024 texture takes 4 times as long to load and has 4 times as much data as a 512 x 512 texture. So if you use a 1024 x 1024 texture on something that is only a few inches across inside SL, most of that detail will never be seen unless the person zooms in ultra-close, and all it does is slow down how fast the texture caching and rendering works.
Another big speed boost is to use "texture sheets" where you have multiple images in one larger texture file, and use less than 1.0 values for the repeats and offsets to use the same texture to show different images on different prims. For example, I have a bunch of signs that need to have a numbered circle on them, where the circle could contain zero through nine, or be blank, or be a gold star. That's 12 images, and none of them actually need to be very big on the signs. By laying out the images in a 3 x 4 array, I can use a horizontal repeat of 0.333, Vertical repeat of 0.250, and offsets horizontally of -.333, 0.0, or .333, and offsets vertically of -0.375, -0.125, 0.125 or 0.375 to display any of those 12 images. I resize the image to something like 512 x 512, or maybe even 256 x 256, before uploading. (Yes, this distorts them a bit, so they are no longer round, but the repeats and offsets above compensate for that.)
Now, it only loads ONE texture, instead of 12, and they all rez at exactly the same moment!
_____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
|
Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
|
10-03-2008 12:49
I don't know anything about JPEG 2000, but I know I can upload it directly with software I've written, avoiding recompression... If anyone was interested in putting some files somewhere, I'd play along and upload them for science. 
|
Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
|
10-03-2008 22:40
1) if you dont know anything about jpg 2k how do you know what it really does
2) what is the point, its not being "re-compressed" if its never compressed in the first place ... its only compressed once, unless your using normal jpg in the first place, then well you probably don't care
|
Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
|
10-03-2008 23:35
From: Osgeld Barmy 1) if you dont know anything about jpg 2k how do you know what it really does
2) what is the point, its not being "re-compressed" if its never compressed in the first place ... its only compressed once, unless your using normal jpg in the first place, then well you probably don't care I guess I could be more clear... what I mean is, I've uploaded an existing image in that format using my own software, and then watched the image being downloaded, and the bytes appeared to be exactly the same. If the image format offers any flexibility in the way of optimization, and it turns out anyone is interested in leveraging that (see OP), then I'm interested in finding out whether we can make it happen.
|