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Author Topic: Speed & graphic types  (Read 3282 times)

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SBOVIS

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Speed & graphic types
« on: November 11, 2005, 09:46:39 PM »

Hi all,
        This may sound like basic questions, but very important ones when setting out to create a game.

1. For sprites either scene or actor, would the TGA file in 16bit (16 million colours) process quicker if in 256 colours, even if your windows settings is set to 16bit or 32bit? or will they work they load and display in the same time.

2. Are Jpegs processed faster than TGA -(seeing as JPEGS are smaller in size) (obviously you cannot alpha blend JPEGS etc)

3. Streamed animated sprites are better in TGA or Jpeg?

4. OGG files are better and more flexible than wav? (OGG seem to be smaller than wav in file size)



If anyone can answer or even add to this list I think it would be helpful to new comers. I know averyone has their preference but it would be nice to hear regarding the engine itself and what it would prefer regarding speed and process power.



Many thanks

EDIT: I just edited the title.
« Last Edit: November 11, 2005, 10:48:05 PM by odnorf »
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Steve Bovis
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odnorf

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Re: Speed & graphic types
« Reply #1 on: November 11, 2005, 10:48:31 PM »

1. The difference won't be larger than a few milliseconds so practically the speed would be the same. And ofcouse an 8bit TGA can't contain an alpha channel.
2. No. Actually jpeg should be slightly slower since they must be "uncompressed" (in a way) first. But by all means, in todays computers the speed is the same.
3. They both work but since sprites almost always need an alpha channel jpegs are out of the question. (And jpeg files are not smaller in a magican way, they are compressed with a lossy algorithm which reduces the quality intoducing various artifacts.)
4. Ogg Vorbis (Ogg is the format container and vorbis is the lossy codec in which the bitstream is compressed) files in wme aren't more flexible than wav (as far as I know). They are just (way) smaller which is a BIG advantage. Outside of wme they are more flexible in many ways, for example to have the music on your pc: you can tag them, replaygain them e.t.c.

Oh, and please, stop using only capital letters on your posts titles. It doesn't help in any way since we are already answering fast. On the other hand it's very annoying.
« Last Edit: November 11, 2005, 11:14:02 PM by odnorf »
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Jerrot

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Re: Speed & graphic types
« Reply #2 on: November 11, 2005, 11:26:15 PM »

This may sound like basic questions, but very important ones when setting out to create a game.

No, not really. :)

1. For sprites either scene or actor, would the TGA file in 16bit (16 million colours) process quicker if in 256 colours, even if your windows settings is set to 16bit or 32bit? or will they work they load and display in the same time.

It should be the same in memory. Only difference is the filesize on hard disk. You will only get speed improvement by running the game resolution at a lower depth (but WME is no 8bit engine, no need for actually).

Quote
2. Are Jpegs processed faster than TGA -(seeing as JPEGS are smaller in size) (obviously you cannot alpha blend JPEGS etc)

No. Both are internally the same after all. It's only the load progress that differs - and you shouldn't mind about thos nano-seconds. ;)

Quote
3. Streamed animated sprites are better in TGA or Jpeg?

Depends on how you define "better". JPEG is smaller in filesize again. But as odnorf said - it's a lossy format. It depends on your sprite's detail level.

Quote
4. OGG files are better and more flexible than wav? (OGG seem to be smaller than wav in file size)

Yes, OGGs are compressed. But the quality is - in general - better than mp3 and I don't see any good reason to use huge WAVs instead.

Jerrot.
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SBOVIS

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Re: Speed & graphic types
« Reply #3 on: November 12, 2005, 12:37:41 AM »

Thanks guys for your input.

By the way I put the tittle of the thread in capitals, because it is just that - a title, no other reason was intended. Sorry
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Steve Bovis
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