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[Discussion] 60FPS patches for PSP games that run at 30FPS
04-09-2017, 10:13 AM
Post: #707
RE: [Discussion] 60FPS patches for PSP games that run at 30FPS
(04-09-2017 12:51 AM)Lycanphoenix Wrote:  "Particularly quality" implies Lossy Compression. Why do Lossy image formats even still exist?

Also, PNG, especially when optimized, tends to be smaller than TGA in my experience...

I took a tga image from a game, 128x128 pixels and it is rgba colour, it means that for every pixel it uses 32 bits (8 for red, 8 for green, 8 for Blue and 8 for alpha transparency).

The TGA file is 64 KB in size (I just tested an uncompressed tga).

Then I converted it to 16 colours, and saved as compressed tga, the resulting file is only 8.45 KB in size.

As far as I know, the size a image will use of ram/vram is this = ( (128p * 128p) * X bits) / 8 (convert to BYTES).

Now imagine you copy that 16 colours tga to a game, and the game engine loads the textures in 32 bits with transparency, it will read every pixel of the file generating 32 bits of RGBA data, even if the file has only 16 colours... So the texture will allways be: ((128p * 128p) * 32 bits) / 8 = 64 KB.

The only way of reducing texture size is to save it at lower resolution, for example save it to a 64x64 pixels image, and the engine will (maybe...) only read that 64x64 pixel data. But the game will look much worst.
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RE: [Discussion] 60FPS patches for PSP games that run at 30FPS - Mills - 04-09-2017 10:13 AM

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