Timeline for Performance issues with high-resolution maps in 2D strategy games
Current License: CC BY-SA 4.0
11 events
when toggle format | what | by | license | comment | |
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S Mar 30 at 23:44 | history | suggested | Job_September_2020 |
Added tags : unity and image
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Mar 29 at 8:47 | review | Suggested edits | |||
S Mar 30 at 23:44 | |||||
Mar 5 at 1:02 | comment | added | NoPyDeal | Sorry I forgot to mention the technical details. I'm using Unity, and I'm planning to deploy the game on mainstream PC platforms. | |
Mar 4 at 17:57 | comment | added | Kevin | What engine are you using? | |
Mar 4 at 12:44 | comment | added | Philipp | Although you might of course hit some other maximum texture size limit somewhere in your technology stack. But you didn't tell us what technology stack you are using. So answers to your question will be very theoretical and ignore practical limitations or special features that apply to your specific technology choices. | |
Mar 4 at 12:36 | comment | added | Philipp | 10000px x 8000px x 4byte color depth = 320,000,000 byte = 305 MB. And that's without texture compression. How much system RAM and GPU RAM does your target platform have? | |
Mar 4 at 12:32 | answer | added | DMGregory♦ | timeline score: 1 | |
Mar 4 at 11:42 | answer | added | Tom Tsagkatos | timeline score: 4 | |
Mar 4 at 9:52 | answer | added | Pow | timeline score: 0 | |
S Mar 4 at 9:07 | review | First questions | |||
Mar 4 at 11:46 | |||||
S Mar 4 at 9:07 | history | asked | NoPyDeal | CC BY-SA 4.0 |