What is graphic format better to use?

New releases and general discussions.

Post » Thu Jul 16, 2009 1:10 pm

Damizean

I've tried to use DDS Convertor 2.1, but it gives an error.



Could you advise me how is better to convert png to dds? In what program? And what should be the settings to achieve the best performance and quite high-quality image?
B
3
S
2
G
3
Posts: 146
Reputation: 1,567

Post » Thu Jul 16, 2009 1:14 pm

[quote="Mary Jane":21grw2h4]
Could you advise me how is better to convert png to dds? In what program? And what should be the settings to achieve the best performance and quite high-quality image?[/quote:21grw2h4]

Stick with png
Image Image
B
161
S
48
G
90
Posts: 7,347
Reputation: 66,749

Post » Thu Jul 16, 2009 1:29 pm

newt

[quote="newt":fvrwq2ap]Stick with png[/quote:fvrwq2ap]

Sorry, but I don't understand you.. Can you explain in detail?
B
3
S
2
G
3
Posts: 146
Reputation: 1,567

Post » Thu Jul 16, 2009 1:33 pm

DDS won't work with the current version of Construct.
B
3
S
2
G
5
Posts: 1,777
Reputation: 5,529

Post » Thu Jul 16, 2009 1:33 pm

However, the error is because your image is not power of two, as it says. It should work with 128x128.
B
3
S
2
G
5
Posts: 1,777
Reputation: 5,529

Post » Thu Jul 16, 2009 1:55 pm

As with any other image format, Construct still converts imported DDS images to PNG, and fully decompresses them in VRAM. Also, I'm not convinced DDS stays compressed in video memory because I thought it's impossible to read from compressed formats efficiently on the GPU - is there documentation somewhere which says it really does do that? However, it might be able to upload to the video card in DDS format, which could slightly improve load times but have a larger filesize (but Construct doesn't support DDS yet anyway).
Scirra Founder
B
359
S
214
G
72
Posts: 22,949
Reputation: 178,544

Post » Thu Jul 16, 2009 3:03 pm

[quote="Ashley":23bw05ox]I'm not convinced DDS stays compressed in video memory because I thought it's impossible to read from compressed formats efficiently on the GPU - is there documentation somewhere which says it really does do that?[/quote:23bw05ox]
It stays compressed in VRAM and decompressed is made on the fly because the hardware has specific native support for the DXTn compression formats.

[quote="MSDN":23bw05ox]To reduce the amount of memory consumed by textures, Direct3D supports the compression of texture surfaces. Some Direct3D devices support compressed texture surfaces natively. On such devices, when you have created a compressed surface and loaded the data into it, the surface can be used in Direct3D like any other texture surface. Direct3D handles decompression when the texture is mapped to a 3D object.[/quote:23bw05ox]

Documentation on the MSDN:
http://msdn.microsoft.com/en-us/library/bb204843(VS.85).aspx
http://msdn.microsoft.com/en-us/library/bb204842(VS.85).aspx
http://msdn.microsoft.com/en-us/library/bb206307(VS.85).aspx

DXT compression isn't loss-less, but if it were possible to add the support to either use loss-less PNG or lossy DXTn for an specific texture and use it when needed, it'd definately be a great improvement over the current VRAM usage.
B
1
G
5
Posts: 8
Reputation: 1,241

Post » Thu Jul 16, 2009 3:20 pm

Links look to be out of date. Also the quote says some devices, so if only higher end cards can use it whats the point?
Image Image
B
161
S
48
G
90
Posts: 7,347
Reputation: 66,749

Post » Thu Jul 16, 2009 3:53 pm

[quote="newt":2susfoay]Links look to be out of date. Also the quote says some devices, so if only higher end cards can use it whats the point?[/quote:2susfoay]

The links just didn't parse properly, the url with the whols .aspx works fine.

And if this has been around since DX6 then I would assume most cards nowadays can run it?
Moderator
B
5
S
2
G
6
Posts: 4,348
Reputation: 10,971

Post » Thu Jul 16, 2009 4:38 pm

I'm pretty sure all (or nearly all) DX9 compliant cards are capable of using compressed textures. And if that wasn't the case, I'm pretty sure the drivers should have fallback mechanisms to send the texture uncompressed. It's all a matter of checking it out.
B
1
G
5
Posts: 8
Reputation: 1,241

PreviousNext

Return to Construct Classic Discussion

Who is online

Users browsing this forum: No registered users and 3 guests