Comments on: Revisiting Texture Compression https:/2010/09/revisiting-texture-compression/ Developer resources for the X-Plane flight simulator Tue, 01 Feb 2011 19:02:44 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: Anonymous https:/2010/09/revisiting-texture-compression/#comment-226 Thu, 23 Sep 2010 13:08:15 +0000 http://www.x-plane.com/dev_blog/?p=41#comment-226 Great idea so far and I'm sure a lot of people would love to see a better looking textures and most people have good VRAM these days and video cards are some how cheap with 1gb ram. The more beautiful x plane 10 looks, more users will switch from fsx to plane for that better eye candy look that was missing in x plane to a certain level.

]]>
By: simmo https:/2010/09/revisiting-texture-compression/#comment-227 Tue, 21 Sep 2010 23:51:40 +0000 http://www.x-plane.com/dev_blog/?p=41#comment-227 have to admit that as a scenery noob, I didn't know that xplane converted all textures to dds. My first scenery KMPI. is chock full of 512 by 512 (in my opinion the sweet spot for look vs perf) textures and 3 'complex' custom buildings (and some bins, weeds, cans, blood and other custom polys) with no major fps hit (haven't heard complaints YET), so things may have moved on since a few yrs ago. not compressing VRAM makes the textures so much better. As I've said before, what on earth will 10 be like if 9 can look so good!

]]>
By: Jack Skieczius https:/2010/09/revisiting-texture-compression/#comment-228 Tue, 21 Sep 2010 23:15:01 +0000 http://www.x-plane.com/dev_blog/?p=41#comment-228 I love this idea!
I have been a true believe in DDS textures for a while now but not many developers use them, be it cause they don't care, or they just don't know how to do it. Either way, what you are saying sounds like a great idea.
It is not much of a trouble for me since all my textures are originally png anyhow before they are compressed to dxt/dds.
great idea all around.

]]>