branchrust_reboot/main/texture_optimisations_2026cancel

30 Commits over 31 Days - 0.04cph!

30 Days Ago
Part2
30 Days Ago
Scene2prefab
30 Days Ago
merge from main
30 Days Ago
Resized the last few remaining LOD textures
30 Days Ago
More LOD texture optimizations Rebaked some textures and adjusted LOD distances
30 Days Ago
Even more LOD texture optimizations
30 Days Ago
Part2
30 Days Ago
Part3
30 Days Ago
More LOD texture optimizations
30 Days Ago
Part2
30 Days Ago
Part3
30 Days Ago
LOD texture optimizations Rebaked some LOD textures and adjusted LOD distnaces
31 Days Ago
LOD texture optimization
32 Days Ago
merge from lod_texture_optimization
32 Days Ago
Couple more texture res reductions (floating city sign decals / ziggurat related ones)
32 Days Ago
Texture optimisations to some apartment textures (reducing size) and floating walkway LOD textures
32 Days Ago
merge from main
54 Days Ago
9 alpha-less BC7 albedo/em maps -> DXT1, 3 also halved (retro cupboard ems, m16a2_02, loot barrel): saved ~28 MB VRAM, no alpha lost no visual quality difference
54 Days Ago
Regenerated MaterialIndex.json - was dated Aug 2021, so Tools/Optimize/Find Material Optimzations had been reporting 5-year-old state. Fresh scan covers 9,055 materials and flags 164 with compression savings (84 unique textures, ~68 MB VRAM potential) for example m16a2 ao on high quality compression = 1.3mb, normal compression with no visual cost = 0.7mb First pass on the free wins: 15 alpha-less DXT5/BC7 textures -> DXT1, ~13 MB VRAM, no quality cost - m2bradley mainbody/armor: removed DXT5 standalone override (5.3 MB) - m16a2 AOs x3, flamethrower AO: HQ -> Normal compression (5.3 MB) - workbench upgrade AOs x2, apartment door mats AO, crate_2/gib/webbing AOs: HQ -> Normal compression (2.2 MB)
60 Days Ago
merge from main
60 Days Ago
ao rreduction & optimisation pass on some structure assets they were shipping 2k ao textures, now resized but visually no difference. 11 ao maps touched, 9 were shipping at 2k vram 25.3MB -> 2.2MB
2 Months Ago
some more tweaks to textures that don't need to ship 2k vram 12.0MB -> 1.0MB
2 Months Ago
texture reduction pass - deployable, tools, food, component items: 71 textures touched, 38 resolutions brought down an apple had a 2k ao map at runtime vram 55.1MB -> 9.5MB
2 Months Ago
camera, obsidian knife, vampire stake texture reduction among others 11 maps 2048 -> 1024, vram 24.8MB -> 6.2MB
2 Months Ago
weapon + tool texture further reduction pass where applicable 45 ao maps 1024/2048 -> 512, reduced m15 worldmodel bc/nrm/sg 2048 -> 1024 (almost no visual difference for 3rd person) vram 44.1mb -> 11.8mb
2 Months Ago
optimised ao textures for vehicles, generic textures and misc items. halved 2k -> 1k with almost zero visual difference, not enough to warrant the double res 328 MB -> 192 MB vram
2 Months Ago
optimised props ao textures as it was the same issue with 227 of them, most carrying sources far bigger than they ship at and storing a single channel as rgb. resized to existing max cap 110 files rgb -> 8-bit grey 183 files halved 2k -> 1k 24 files 146.3 MB -> 96.3 MB vram
2 Months Ago
optimised deployable ao textures where applicable. 245 of them, most carrying sources far bigger than they ship at and storing a single channel as rgb. resized to existing cap 126 files rgb -> 8-bit grey 148 files halved 2k -> 1k 47 files 186.6 MB -> 92.6 MB vram ao is sampled from the green channel so rgb storage was never doing anything.
2 Months Ago
optimised weapon ao textures. 68 were oversized on disk and nearly all were storing a single channel as rgb. no weapons ships above 1024 now. max size 2048 -> 1024 (52 files) on disk 4096/2048 -> 1024/512/256 (68 files) bit depth rgb -> 8-bit grey (58 files) vram 114.8 MB -> 28.6 MB ao convention on weapons is half the albedo, so 1024 against the usual 2048 albedo. 80 already did this, we were just inconsistent about it. we could half again on a per asset basis depending on size of object.
2 Months Ago
optimised darts textures and max sizes. we were shipping the radiation dart at 4k on all textures. RadiationDart_AO 4096 -> 512 RadiationDart_bc 4096 -> 1024 RadiationDart_mg 4096 -> 1024 RadiationDart_nrm 4096 -> 1024 42.7 MB → 2.17 MB VRAM looking at other textures that are unnecessarily big too to optimise where applicable.