As I understand it, 256X256 textures should be avoided. But which is harder on the Descent 3 engine? 2-4 128X128 textures or a single 256X256 texture? I hate to chop my models up too much. And can current cards handle all 256X256 textures or do we have to still keep it on the low?
Should I make a high resolution texture and then scale it down or just stick with working on the low resolution texture?
Texturing models for Descent 3?
- []V[]essenjah
- DBB Defender
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- []V[]essenjah
- DBB Defender
- Posts: 3512
- Joined: Mon Dec 20, 1999 3:01 am
Yeah, I figured that. I just don't want to cause the game to crash or drop in frame-rate because of high-resolution textures. I know the cards can handle it. But I'm wondering if D3 will still drop frame-rate or crash even with a newer card because of D3's limitations? I know it can handle higher polys but textures may be a different story. I also know that even with a 7600GT, 2GB's of RAM and a C2D CPU, frame-rate drops significantly at high resolutions in large outdoor areas. That can't be a hardware limitation considering I can run newer games at higher resolutions than the resolution I was running D3 in at the time I noticed it.