Timeline for How powerful is modern hardware for complex, intensive 2D graphics?
Current License: CC BY-SA 3.0
27 events
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| Jun 13, 2013 at 11:32 | vote | accept | CommunityBot | ||
| May 27, 2013 at 11:27 | vote | accept | CommunityBot | ||
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| May 27, 2013 at 11:26 | answer | added | user15875 | timeline score: 0 | |
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| Sep 30, 2012 at 4:54 | vote | accept | CommunityBot | ||
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| May 24, 2012 at 17:45 | vote | accept | CommunityBot | ||
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| May 6, 2012 at 13:03 | comment | added | user15858 | A single equip requires it to compound thousands of images again to form the new character sprite. I think though this isn't a problem because texture swapping is handled quick enough to allow for only required spritesheets to be loaded in memory. The rest stay on the HDD. | |
| May 6, 2012 at 13:03 | comment | added | user15858 | Individual parts is actually the biggest problem in memory. A single part (a single character sprite) is about 1-3MB in memory with all my animations it cannot possibly exceed 20MB for a single character. If I were to NOT compound all the paperdoll technique (layers of images for equipables) and do them in pieces, that is what would exceed 350MB per character. I have to either not load so much in memory, or have the game create compounded spritesheets on load from a series of layered images. My only fear is that this will be too slow to allow fast equip/unequip actions. | |
| May 2, 2012 at 21:54 | vote | accept | CommunityBot | ||
| May 24, 2012 at 17:45 | |||||
| May 1, 2012 at 10:12 | comment | added | Nicol Bolas | @user15858: "My first question is in a 2D game, such as Diablo 2 or Baldurs Gate 2, or a 2D or 2.5D game, how many spritesheets or animations are typically loaded into memory per character?" All of them. Each character only had one "sprite sheet" (the concept of having more than one was meaningless since they were directly addressing GPU memory). They also rendered at 640x480 or 800x600. | |
| May 1, 2012 at 9:54 | comment | added | o0'. | If it takes so much to test it, you are likely doing the wrong test. | |
| May 1, 2012 at 9:48 | answer | added | Michael Slade | timeline score: 0 | |
| May 1, 2012 at 6:39 | comment | added | 5ound | Have you tried severing your character's head, arms, body, legs into individual parts? Individual parts will pack tighter into spritesheets and may allow sharing of parts over animations. | |
| May 1, 2012 at 2:27 | comment | added | user15858 | No, I am NOT talking about using gigs of ram to hold aniamtions of one 2D character. I am talking about what created my concern (gigs of ram) before finding a possible solution (cutting it down to only 10-20MB per whole character) but with it comes some drawbacks (depending on how fast computations can calculate spritesheet creation). My first question is in a 2D game, such as Diablo 2 or Baldurs Gate 2, or a 2D or 2.5D game, how many spritesheets or animations are typically loaded into memory per character? All of them? Only the current? Only a few (Current + Last few)? | |
| Apr 30, 2012 at 20:05 | comment | added | Tetrad | If you really wanted to go hog wild with it you can look into sparse virtual texturing (sometimes also called megatexturing) silverspaceship.com/src/svt But it's likely that you don't need to go that far. | |
| Apr 30, 2012 at 19:58 | answer | added | Sean Middleditch | timeline score: 5 | |
| Apr 30, 2012 at 19:51 | answer | added | Adam | timeline score: 2 | |
| Apr 30, 2012 at 17:39 | comment | added | House | You're talking about using gigs of ram to hold the animations of one 2D character? Yes your performance will be horrible. Even a modern bleeding edge computer is going to choke. I'm not sure what the point is either, you're going to be loading pixel information for far more pixels than a user could even display. Why load 10,000 pixels for a sprite that is only going to be displayed on 50 pixels of screen space? Beyond that, this question is overly broad and depends on far too many variables to be accurately answered. | |
| Apr 30, 2012 at 17:27 | history | asked | user15858 | CC BY-SA 3.0 |