- Sep 22, 2017
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Another thing which I find a bit interesting... maybe also some rant here to the developer UnknownDevDot :
As I posted before, I found a way to fix mipmaps issue for modded MBM textures, but current solution comes with a drawback: edited texture needs to be recompressed again, which is like saving JPEG image to JPEG again resulting in quality loss and some additional artifacts.
Good news is we actually have access to most MBM's graphics in uncompressed form via pre-release versions (They used RGBA32 format which takes a lot of space on disk). Unfortunately, latest version I have is v0.7, so I can't upgrade every asset (including DLC assets as well), so PLEASE, if anyone have pre-release build of MBM newer than 0.7 (0.8, 0.9, 0.10+) - PM me. It's probably the last chance for the game to have upgraded quality assets.
Now, release game comes with DXT5 assets and I have access to pre-release RGBA32 uncompressed data, so how can I use it without bloating bundle size after import ( +4 mb for each imported texture and resulting in more memory usage in runtime )?
Short answer is to use BC7 compression instead. Same memory requirements, engine support is there, resulted asset actually have LESS compression artifacts - it's especially noticeable when looking at bright/high contrast spots in general/clothes/hairs.
Probably not the best example I can give right now, but let's take a look at Amilia ("Night Stand" version)
And yeah, while maximum available zoom is like this:
PS: pre-release "night version" shoes were red
I don't see a reason to use DXT5 and I'd suggest to developers to not use it for ProjectR too. Performance difference comes from optimized .skel files (Prune weights, don't overuse clipping function!) and texture resolution first.
As for texture, this asset in original game comes with 2048x1024 atlas resolution, while current modded version use Polygonal texture packing and can fit into 1024x1024 atlas file. No benefits for release game file size, but it should actually help with faster texture processing.
Update: Texture resolution must be 2:1 or 4:1 proportions to be able to generate 12 mipmap levels. So final Amilia sprite atlas is 2048:512 now.
Closing note: this is NOT an upscaled texture vs original texture, but an original asset from pre-release version with a better texture format!
As I posted before, I found a way to fix mipmaps issue for modded MBM textures, but current solution comes with a drawback: edited texture needs to be recompressed again, which is like saving JPEG image to JPEG again resulting in quality loss and some additional artifacts.
Good news is we actually have access to most MBM's graphics in uncompressed form via pre-release versions (They used RGBA32 format which takes a lot of space on disk). Unfortunately, latest version I have is v0.7, so I can't upgrade every asset (including DLC assets as well), so PLEASE, if anyone have pre-release build of MBM newer than 0.7 (0.8, 0.9, 0.10+) - PM me. It's probably the last chance for the game to have upgraded quality assets.
Now, release game comes with DXT5 assets and I have access to pre-release RGBA32 uncompressed data, so how can I use it without bloating bundle size after import ( +4 mb for each imported texture and resulting in more memory usage in runtime )?
Short answer is to use BC7 compression instead. Same memory requirements, engine support is there, resulted asset actually have LESS compression artifacts - it's especially noticeable when looking at bright/high contrast spots in general/clothes/hairs.
Probably not the best example I can give right now, but let's take a look at Amilia ("Night Stand" version)
And yeah, while maximum available zoom is like this:
PS: pre-release "night version" shoes were red
I don't see a reason to use DXT5 and I'd suggest to developers to not use it for ProjectR too. Performance difference comes from optimized .skel files (Prune weights, don't overuse clipping function!) and texture resolution first.
As for texture, this asset in original game comes with 2048x1024 atlas resolution, while current modded version use Polygonal texture packing and can fit into 1024x1024 atlas file. No benefits for release game file size, but it should actually help with faster texture processing.
Update: Texture resolution must be 2:1 or 4:1 proportions to be able to generate 12 mipmap levels. So final Amilia sprite atlas is 2048:512 now.
Closing note: this is NOT an upscaled texture vs original texture, but an original asset from pre-release version with a better texture format!
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