Warzone 2100 3.1.5.1 to be or not to be... DXT

Discuss the future of Warzone 2100 with us.

Warzone 2100 3.1.5.1 to be or not to be... DXT

Postby moltengear » 06 Nov 2017, 19:14

Hello!
3.1.5 can load the dxt files now. FPS increased somewhere around 10-13%.
Also I think there will be less delays in the multiplayer. Fast loading, decoding of png files is not used.
it's like a coronary bypass.
Do you want to see release 3.1.5.1? :hmm:
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Re: Warzone 2100 3.1.5.1 to be or not to be... DXT

Postby Lord_Kane » 16 Nov 2017, 06:54

did you make this release? did you fix the unit template bug?
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Re: Warzone 2100 3.1.5.1 to be or not to be... DXT

Postby moltengear » 16 Nov 2017, 17:23

First you need to download warzone2100 3.1.5. Replace 3 files.
I have a folder with dxt textures. About 20 megabytes.
I don't know how to copy this folder to buildbot.wz2100.net/files.
Also I don't know what file extension to use. I know the dds format.
But I came up with my .gldxt format. This is a simple format.
But I can rewrite everything for the ktx format.

https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/

Gldxt files don't have mipmaps. I just use the function glGenerateMipmap.
There is another folder - images. For compressed textures,
it is necessary that the multiplicity of the width and height be 4.
I could not compress these files.
For ios devices, we need square images. In addition, it is possible to create large textures from many small textures.
It seems to me that the costs of switching are significant. Can anyone do this?
Then we would look at the FPS.

I don't know if vulkan has an analog of function glGenerateMipmap.
If not, I will prepare the files for version 3.2.3.
It's amazing how much FPS (3.2.3) has decreased significantly in comparison with version 3.1.5, all other things being equal. :augh:
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