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Old 08-27-22, 10:45 AM   #1
FUBAR295
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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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Old 08-27-22, 11:05 AM   #2
Fifi
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Quote:
Originally Posted by FUBAR295 View Post
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
Sea files are already optimized
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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Old 08-27-22, 11:55 AM   #3
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Quote:
Originally Posted by Fifi View Post
Sea files are already optimized
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…

Then I will be quiet and go back into my hole.
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Old 08-28-22, 01:57 AM   #4
Fifi
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Originally Posted by FUBAR295 View Post
Then I will be quiet and go back into my hole.
No! I need your suggestions & advices!
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Old 08-28-22, 11:58 AM   #5
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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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Old 08-28-22, 01:22 PM   #6
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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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Old 08-30-22, 09:54 AM   #7
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Quote:
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...
Very interesting information, thank you.
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