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mg979

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Everything posted by mg979

  1. Definitely I wouldn't have done that. I'm going to optimize only some mods, not vanilla texture, by the way. Anyway DDSOpt doesn't seem too hard to use, I understand that if I use the DXTx Constraints (as labeled in this guide) this should replicate totally the standard OT's behaviour, but I should get better results? I just made a quick comparison test with these settings on an unoptimized mod and OT didn't compress the normal maps at all, only compressed color maps (from 234MB to 145MB), while DDSOpt compressed everything (from 234 to 48MB), so that's definitely better anyway. Only problem I have with it is that it always forgets settings and path, is it possible to insert them in the INI? I don't get the point of using lossless format since you don't save any space or RAM. I'd like to understand a thing, the advantage of having compressed textures is only the VRAM saving (avoiding related crashes), but uncompressed textures would give better performance if VRAM usage isn't a problem? I found another problem with DDSOpt, that is it doesn't resize non-square textures (I set the limit to 512x512 for normal maps, but 2048x1024 weren't resized). Thanks for your answers
  2. Hello, I have a couple of questions, I hope they aren't too stupid... 1. assuming that I won't change the original resolution during the optimization, and I restrain myself to compression/mipmaps creation, I understood that the main difference between OT and DDSOpt is the quality of the normal maps, is this right? Since I didn't even start to learn to use the latter, would it make sense to optimize everything with OT, and then re-optimize the original normal maps with DDSOpt (or maybe the other way around, first DDSOpt for normal maps, then OT for the rest), that is to use DDSOpt only for normal maps? So that I'd need only one kind of configuration for DDSOpt. Only in the case that the resulting color map textures from OT are of the same quality that DDSOpt would give. 2. Regarding OT, it gives inferior quality textures, and I could go with that, but do they have at least the correct compression type/mipmaps or can OT mess something up? Thanks if you can answer.
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