Hi,

Can anyone give me a run down of how a vid. cards memory is used?
For example, a Geforece4 has 128 meg memory. How is this memory used? Is
it shared between the framebuffer geometry and textures, is it just used
for for texturs etc

Cheers,

Brad

John Wright wrote:
>
> Our primary trick is to use GIFs so that we can use four times as many
> textures as otherwise. Also trying to make sure we use as small as
> possible of textures (and letting them tile or stretch).
>
> Multitexturing is certainly a good trick.  Dynamically loading textures
> as you travel to different areas.  Using some objects that are only
> colored with vertex colors.
>
> I think the basic point is that you need to pay attention to your
> texture usage as a tradeoff between quality and performance.
>
> - John Wright
> Starfire Research
>
> Chad Zalkin wrote:
> >
> > Wow, so how do you avoid having your scenes look repetituve and bland?
> > Multitexturing?  I thought that would be worse than what I'm doing.
> >
> > ----- Original Message -----
> > From: "John Wright" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Saturday, June 22, 2002 1:03 PM
> > Subject: Re: [JAVA3D] Performance Experience
> >
> > > The file sizes mean essentially nothing.  Take the dimensions and
> > > multiply them then multiply for color depth (i.e. we use a lot of 256
> > > color GIFs specifically to keep our textures small).  Most likely when
> > > you load the PNG and JPG files they become 32 bit images inside Java.
> > >
> > > Most likely I'd say that 2 Meg on disk is 20 to 40 meg inside Java.
> > >
> > > - John Wright
> > > Starfire Research
> > >
> > > Chad Zalkin wrote:
> > > >
> > > > The file size on disk is under 2 meg for all my textures (these are in
> > the
> > > > compressed formats of png and jpg) I did not use 32 bit color, and I
> > assume
> > > > the system keeps the textures uncompressed.   How can I figure out how
> > much
> > > > vid memory is used?  Is there a utility that can access the system and
> > give
> > > > me some numbers?
> > > >
> > > > ----- Original Message -----
> > > > From: "John Wright" <[EMAIL PROTECTED]>
> > > > To: <[EMAIL PROTECTED]>
> > > > Sent: Saturday, June 22, 2002 6:13 AM
> > > > Subject: Re: [JAVA3D] Performance Experience
> > > >
> > > > > Chad,
> > > > >
> > > > > If you don't think you have "too much textures" take the time to
> > > > > calculate out just how much memory they are all taking.  You might
> > > > > surprise yourself.  A single "full color" (32 bit color) 512x512 image
> > > > > takes 1 Meg.  Slam just a few dozen of those around and you're
> > seriously
> > > > > straining even the best video cards.
> > > > >
> > > > > - John Wright
> > > > > Starfire Research
> > > > >
> > > > > Chad Zalkin wrote:
> > > > > >
> > > > > > I don't think I have too much geometery or textures (but then again,
> > > > what is
> > > > > > too much?)... my thought now becomes that maybe I'm using poor image
> > > > formats
> > > > > > for my textures.
> > > > > >
> > > > > > How should I figure out (aside from trying them all ;) ) optimal
> > > > > > settings/formats/compression for the images?
> > > > > >
> > > > > > Chad Zalkin
> > > > > >
> > > > > >
> > > >
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