3 ms·
I assume it must be a massive refusal to deduplicate. For example in the Verdansk map, many of the houses and buildings are cut and pasted. In theory, these cou
by asdfasgasdgasdg 6y ago
I assume it must be a massive refusal to deduplicate. For example in the Verdansk map, many of the houses and buildings are cut and pasted. In theory, these could be aliases of the same model, but I suspect they are all baked in.
Other than that I just don't know. Maybe they used bad settings for whatever is their compression algo and they don't have any experts who could actually identify the problem? It's a preposterous idea but I can't explain it otherwise.
- wlesieutre 6y agoThe house models themselves might use the same geometry and textures, but if you pre-bake any lighting then that’s a unique texture across every single surface in the world that can’t be deduplicated.
- NickNameNick 6y agoDepending on how the models are expressed in the environment, theres a good chance they end up as triangle meshes with unique coordinates by the time the running game eversees them.
- wlesieutre 6y agoWouldn’t they want to keep reused objects instanced for performance, or is there some other advantage to just meshing everything out into a unique set of level parts?
- taneq 6y agoUnless it’s changed a lot since I worked in game dev, models absolutely are instanced but poly counts, texture resolutions and number of textures have gone through the roof. You used to have a texture and maybe a light map, now you have separate diffuse, specular, bump, glow, decals, etc. etc.
- wlesieutre 6y agoEveryone’s doing physically based rendering, so now it’s base color, roughness, metallic, and specular. Plus the glow, decals, etc.