AaGeOn's HQ Texture Pack - WiP - Part 2

Post » Fri May 18, 2012 11:18 am

Honestly 8192 is a daft size, nothing above 2048x2048 increases visual quality, so it'd be a waste of your own time and effort as well as game resources making textures that large :)


Not really, like the mountains: the texture is stretched, so the higher the resolution, the crisper it looks.
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Nany Smith
 
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Post » Fri May 18, 2012 11:25 am

No it's not scaled down :)
Thanks for clearing that up. I don't remember where I read it, but I think it was in the PC software and hardware sub-forum.
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Lizzie
 
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Post » Fri May 18, 2012 4:38 pm

Not really, like the mountains: the texture is stretched, so the higher the resolution, the crisper it looks.

Hmmm nope, you'll get to a point where your textures will make no difference, you could have a 16k texture and it'd still be the same quality as a 2048x2048 texture. Just because the game stretches it does not mean it'll look better larger. Infact it may look worse as your details are stretched.
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Alycia Leann grace
 
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Post » Fri May 18, 2012 6:17 pm

Hmmm nope, you'll get to a point where your textures will make no difference, you could have a 16k texture and it'd still be the same quality as a 2048x2048 texture. Just because the game stretches it does not mean it'll look better larger. Infact it may look worse as your details are stretched.

Let me explain my method: In the 8192 file I use a pattern of my 4096 texture with the wanted detail, if I used my 4096 as one texture it would be to stretched (even if I made the same details/look in a 8192 resolution).
Therefor my details will look less stretched and will look more crisp with the proper normal map. It doesn't upscale the 4096 texture, but rather keeps it at it's original size. Resulting the details don't look like Pixels the size of Dinosaurs :D
That's how I use the 8192x resolution to prevent some texture stretching. (only a few textures)
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gandalf
 
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Post » Fri May 18, 2012 10:59 am

Well I run a 590 with 3gb of ram and bought to see if a 560ti with 1gb could run it, at this point it does the job; but I won't back down if it's to much. It'll be an enthusiasts texture pack with no restrictions.
But like I said I also use 1024x textures for parts that don't need more pixels too look sharp.
I see textures packs with only 2048x textures and is imo just [censored]. :P
My textures will vary from 1024x - 8192x.

Oh you bought a card to downgrade yourself XD When I read you bought it I had thought you upgraded. Now that's commitment right there :thumbsup:
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Code Affinity
 
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Post » Fri May 18, 2012 11:52 am

From my experience 8k textures can bring fps and stability issues. Ive never had a problem with 4k. Curious to see how this pans out.
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c.o.s.m.o
 
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Post » Fri May 18, 2012 4:35 pm

Oh you bought a card to downgrade yourself XD When I read you bought it I had thought you upgraded. Now that's commitment right there :thumbsup:

Yeah I always have a lower/mid-end range card around and bought it 2nd hand so it's cheap, I have 1 computer for gaming with an 590 card, 1 computer for work with a Quadro 4000 and some hardware spares/backups in case anything fails :).
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Charles Weber
 
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Post » Fri May 18, 2012 1:24 pm

Hmmm nope, you'll get to a point where your textures will make no difference, you could have a 16k texture and it'd still be the same quality as a 2048x2048 texture. Just because the game stretches it does not mean it'll look better larger. Infact it may look worse as your details are stretched.

A 16kp^2 texture will almost always look better stretched than a 2kp^2 one, simply because it has more pixels so each is stretched less (less actual scaling). The only possible time it will look worse is in extreme compression, dropping pixels will make a very grainy texture. As long as you don't make the 16kp by stretching the 2kp, an actual 16k^2 source will look great. In fact, it's complete overkill.

The break-even point for quality here is when one screen pixel matches one source texture pixel. It's not particularly easy to line up, since it goes from source texture to UV map, model view and projection, to final screen resolution. More often than not, you can get away with 2-4 or even 6 source pixels per screen pixels. That's without considering tiling: texture size goes up exponentially as resolution goes linear.

FPS will certainly suffer as size increases, by a large amount. Textures start bouncing between the video card and RAM every frame, which gets incredibly slow (relative; you can only transfer a few dozen GB/s, so swapping 1GB of textures every frame at 30FPS gets expensive). There are documented stability issues with the Bethesda strain of Gamebryo and texture size, plus limitations of older hardware. In particular, D3D9 imposes limits which may be as low as 4096, although more often 8192 cubed. For now, the absolute upper limit should probably be around 8192x8192x8192x128bpp (not that any of the series supports volumes or HDR in full). For reference, that's a 192GB texture or an 8KM cube in Minecraft. Way more than you need unless you're megatexturing an entire landscape.

Long story short, you have to find a balance of source:screen pixels and size:resolution. Whatever gets enough pixels on-screen without being too big, and tiling and texture atlases were both designed to help with that.

The sweet spot for most hardware and quality these days is in the 512-2048 range, with smaller and larger for exceptional textures (very small items or very large ones that can't repeat). Normal and relief maps play into this by adding some detail, and proper use of tiling will make a texture go much further. 512 will often look blurry, much more than 2048 won't be noticeable unless it's really spread out. Normal maps can occasionally be half-size and reflection/environment can easily be half or quarter, which saves that. It really comes down to how much screen the object will take up, and how close the player will get.
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Juanita Hernandez
 
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Post » Fri May 18, 2012 5:08 pm

Hey Aageon, loved your texture pack on Minecraft, used it for a good 4 months! :D It's great to see your migrating to Skyrim where your talents will be able to be used more appropriately. I can already recommend this texture pack to others based on his past work :celebration:
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Penny Flame
 
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Post » Fri May 18, 2012 1:52 pm

Any updates? Have been eagerly waiting all weekend! ^^
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Sian Ennis
 
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Post » Fri May 18, 2012 10:55 pm

Still looking forward to this!
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Sammygirl
 
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Post » Fri May 18, 2012 12:09 pm

Really hoping for some updates on this, this is, from what I've seen so far, the most impressive texture project out there.
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Charleigh Anderson
 
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Post » Fri May 18, 2012 11:57 pm

Really hoping for some updates on this, this is, from what I've seen so far, the most impressive texture project out there.
I would agree, I check this thread whenever I get the chance, hope to see updates soon. I hope the holidays arnt keeping him too busy xD
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amhain
 
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Post » Fri May 18, 2012 3:45 pm

Hi guys,

Sorry for the late update, laid in bed with a fever (damn winter), expect the first test release this week :)
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Sharra Llenos
 
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Post » Sat May 19, 2012 3:09 am

Hi guys,

Sorry for the late update, laid in bed with a fever (damn winter), expect the first test release this week :)
What textures should be included? Landscape textures??
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xemmybx
 
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Post » Fri May 18, 2012 1:32 pm

What textures should be included? Landscape textures??

indeed, the landscape textures. :)
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Jessie Butterfield
 
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Post » Sat May 19, 2012 2:40 am

awesome! I must demand a fox retexture though :P it, by law, has to be released with this test. : )
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Bad News Rogers
 
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Post » Fri May 18, 2012 5:12 pm

Glad I stumbled across this thread. Can't wait to see it in my game.
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Multi Multi
 
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Post » Fri May 18, 2012 8:14 pm

Feeling better? I hope your flu went away.
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Emmanuel Morales
 
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Post » Sat May 19, 2012 1:52 am

Feeling better? I hope your flu went away.

Still got it (it's a nasty one), but still working on the release :)
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Gen Daley
 
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Post » Sat May 19, 2012 2:18 am

Can not waaaaaaaaaaaaaaaaaaaaaaaait!
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Bereket Fekadu
 
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Post » Fri May 18, 2012 5:35 pm

I can wait for it, bethesda is still patching the game till they think its good enough (and then the community makes an better patch with the CK like the last time ;) ) .

The only thing I would like to see is a little bit more wip screenshots from your already done work, but first comes the health then the work.
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Jenna Fields
 
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Post » Sat May 19, 2012 12:49 am

Well I'm currently fixing some tiling issues, fine tuning normals and replacing/re-editing textures I'm not happy about :)
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Phoenix Draven
 
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Post » Fri May 18, 2012 3:36 pm

Anticipation... killing me...
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Gemma Archer
 
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Post » Fri May 18, 2012 4:35 pm

Quick Peek: 3/12: :frog: (1920x Comparison)
http://i148.photobucket.com/albums/s5/AaGeOn/stprev-1920-1.jpg --> Snow Beach Texture: Added wet stones, lesser wet layers and created an artificial depth for the stones :)
http://i148.photobucket.com/albums/s5/AaGeOn/stprev-1920-2.jpg --> Improved snow and footsteps now face the correct way :)
http://i148.photobucket.com/albums/s5/AaGeOn/stprev-1920-3.jpg --> Original Glacier texture was bland and didn't illuminate like real glaciers (a bit too much depth atm): http://files.sharenator.com/Margerie_Glacier_Winter_A_Beauty_Of_Earth-s2000x2000-36883.jpg
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Nienna garcia
 
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