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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,456
Downloads: 496
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Fifi,
Have you looked at possibly reducing the size of the ship TGA files in the Sea File? I notice that they have a 32 bit color depth which could be reduced to a 24 bit color depth and reduce the file size down by at least 1/3 ( i.e. file size 1024KB goes down to 759KB ) without affecting any noticeable difference in rendering. Is it really needed to have 32 bit, as you could save some space and speed up loading. I have done this with my uniform files. Something to look at. Good hunting, FUBAR295
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#2 | |
Navy Seal
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![]() Some are 24 bits, others 32… all can’t be 24 (mainly when some transparency needed) Strangely, I tried same file at 24 & then 32, No change in weight! On other hand, NYGM have actually the faster loading times still… so no need to loose some more quality imho… ![]()
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#3 | |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,456
Downloads: 496
Uploads: 0
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Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment. |
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#4 |
Navy Seal
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No! I need your suggestions & advices!
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#5 |
Stowaway
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Interesting. This is example of game loading in SH4. These functions is way more faster, for 98% or more.
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#6 |
CTD - it's not just a job
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The big difference between SH3 and SH4 is that SH4 has "dynamic loading". It only loads assets that it has to for the immediate roughly 32nm radius around the player's sub, and the campaign files based upon date. Hence, the "efficiency" of starting the game... The "bandwidth" of the actual game engine is the same though, so anything too busy around the player lags just as much in SH4 as it does in SH3, as the game tries to keep up with the world around the player...
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#7 | |
Stowaway
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