just tested aorta and it seems to detect automatically the type of image and use the correct format so you should be ok with the result.
Xenoblade Chronicles HD Texture Pack v8.52 - (August 21, 2018)
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02-27-2015, 06:33 AM
(This post was last modified: 02-27-2015, 06:35 AM by StripTheSoul.)
cool, thanks
BTW: Sorry for the off-topic stuff @ Bighead and the gang. But I guess it's not toootally off-topic considering the pack might go DDS again.
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02-27-2015, 07:12 AM
Nope it's fine, the more information gathered the better. Although I haven't been active in the forum the past couple of days I've been keeping up with everything and talking to frozenwings about the possibilities. So let me recap on the details that are influencing the available options and anyone correct me if I'm wrong.
- PNG is higher quality, but obviously DDS performance is really outweighing that as of current - Recent versions of master are now slower with the pack because of a change for castlevania 3 - DDS internal mipmaps are working Ishiiruka, but not working in Master (requires mip1, mip2, etc..) - DDS minimum dimensions are 4x4, so external mipmaps cannot go down to 1x1 but rather 4x4 - What % of the pack should be PNG vs DDS - Where should the dimensions be capped with DDS (2048 scales seem to be fine with DDS, but larger hasn't been tested much yet) So all this factors into what "should" be done as the next step for this pack. And if what to do with the texture formats isn't enough, the current differences between Ishiiruka and Master make this difficult to come to a conclusion. I personally don't want to have to say "Use Dolphin Master v4.0-5234-5538 or Ishiiruka to get best performance", it would be nice to just say "Use Dolphin of your choosing". I was kinda seeing how this would play out but now information and questions are piling up. 02-27-2015, 07:16 AM
(This post was last modified: 02-27-2015, 07:48 AM by frozenwings.)
Yeah, Aorta automatically distinguishes which textures should use dxt1 and dxt5. It's what I've been using to convert these and the discovery that it automatically uses the proper setting is awesome.
Anyway, I'm releasing a test pack for the lurkers/posters to help test if they can. It would really helps us out if people test this for us, but if you're uncomfortable with moving folders around and stuff you may want to opt out. We are considering doing the entire pack in DDS, but for now I have this - DDS - AreaMaps + Environment For this you will only need the core pack from the front page. If you don't have the newest version, make sure to get it and also (as always) delete your previous version SX4E01 folder before installing the new core pack. We've moved some files and renamed some folders for organization purposes so we don't want people to have duplicates. Now after you unzip your core pack, you will need to delete (or move elsewhere) your Environment folder and AreaMaps folder before dropping these folders in since they won't overwrite (different file types). -I really recommend using a master build between 4.0-5234 and 4.0-5538. 4.0-5540 and newer have a new feature which really hampers custom textures. -You can test out the latest Ishiiruka build as well if you wish to test it vs. master performance. What we want to know is if this fixes the stuttering that people may have been experiencing before, especially while running around in Tephra Cave and Bionis' Leg. @GamingPhailer - here's a DDS hair_faces folder just for you, buddy. Let me know if this solves your issue. Make sure to use a build prior to 4.0-5540 like I noted above, 4.0-5538 should work fine. You'll also have to delete or move your current hair_faces folder from your load folder, these won't overwrite the PNG files. Edit: Test the above pack with recommended dolphin build before testing these DDS hair_faces, please. I want to make sure that the environments/dolphin build isn't the cause of your problem before resorting to this pack. DDS-Hair_Faces 02-27-2015, 07:36 AM
(02-27-2015, 07:12 AM)Bighead Wrote: - What % of the pack should be PNG vs DDS Is it even possible to have both, PNGs and DDS', in one game at the same time? Well, that's something you will always have. There will always be one build that works better than another one. And while it's mostly best to use a most recent dev build, now again it is not - at least not when it comes to custom textures. Anyway, of course it would be good if master got support for those implemented mipmaps.
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02-27-2015, 07:41 AM
02-27-2015, 07:43 AM
It is possible, but that also raises the question is it optimal? I'd imagine just using DDS is probably best for performance, which is starting to look like a good option. I've been doing several comparisons and while the DDS texture quality loss is noticeable with a direct comparison, they look nearly identical in-game because of the slight downscaling. It would take an enormous resolution and an extreme eye for detail to notice the difference.
02-27-2015, 07:45 AM
a mixed aproach could be the best, using dds for large enviromental textures, and png for detailed faces and objects is perfectly posible, the only thing i don't recomend is mixing mips of different formats.
02-27-2015, 07:58 AM
(This post was last modified: 02-27-2015, 08:12 AM by frozenwings.)
If anyone is interested, these are some comparisons (DDS vs PNG) I took for Bighead. They are .xcf files so they require you to actually download the file and open in gimp (which is free btw ), but I figured I'd just post them here in case people want to check them out since they are already uploaded to mediafire. Just hide/show the layers to see the comparisons. Also, these are at 1440p.
Mountains Menu Palette and Portraits - 1st set is Menua Palette, 2nd set is menu portraits, 3rd set is battle portraits Edit: I often show him comparisons this way so compression quality isn't an issue and its easy to just click the layer hide/show button over and over while looking for changes. Edit: The verdict is... basically no difference.
Alright so it looks like you dudes have a plan, i don't mind if the entire pack gets converted in the DDS format as long as it fixes the stutering on large textures.
Of course the other option would be to load the textures in vram, but for now the DDS method should do the trick i guess. I haven't played this game yet but i'm itching to start playing it, the reason i'm waiting is because i wanted the pack to be more complete but i don't know if i can resist that urge any longer. =p Edit: BTW, would it be possible if a developer adds DDS support to the new builds then? seems like Ishiiruka builds are the way to play it if the whole pack is converted in DDS format.
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