>  Hmm, I'd say it's rather critical when in place of one highly detailed
> airplane you can have about four with the same level of detail in the
> texture
> ;)., or a texture with doubled dimensions, thus having more detail
> ;)(since,
> as Gary said .dds files get loaded compressed in video RAM).
> Also there would be less (or maybe none) stuttering and freezes when
> somebody
> spawns in your area, and their plane gets loaded.(but that's multiplayer
> specific).
> Or maybe a groud texture that's 'twice' the size of the current ones?

So far all I've seen, tried and heard indicates that dds may have an
impact in the time it takes to load a texture, not on the time it takes to
render it.

Loading times are imho not performance critical unless it is a task you
repeat over and over. If you load a cockpit texture once at startup, it's
there, you don't reload it all the time. That basically goes for all
textures having to do with the plane you're sitting in.

The way I see it, loading times are a real performance issue only for
external objects in the scenery. Well, and perhaps for multiplayer. But
consider:

Increasing aircraft texture size from 158 kb to 16 MB simply isn't viable
- if that roughly scales, it means that FGData would go from 4 GB to 400
GB (!) - I barely have the harddisk to store that, having access to a
university T3 connection I also have the bandwidth to transfer it assuming
the server can keep up - but I doubt so many others have. If that means I
have to wait 3 seconds for a livery change instead of getting it
immediately, then fine with me, I'd stick with the 4GB.

* Thorsten


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