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tga? why not png? discuss
>>
coz its the standard for uncompressed 32bit RGBA format and is readable by almost all programs.
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>>522500
well i mean .exr is the standard in production for 32bit, which also stores multichannel information for render passes
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>>522497
.png's are compressed, .tga's are usually not. What with how weak consoles are you don't wan't to be wasting precious processing power decompressing .png files when you could be reading some .tga raw.
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>>522508
that shit gets encoded into a compressed format before release, usually a BCn (DXTn) format, raw textures use too much memory.

tga is just really easy to implement and there's not really any point using a compressed format before you build for production.

png also doesn't support high bit depths.
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File: 1462555773763.gif (1 MB, 300x186)
1 MB
1 MB GIF
>>522512
>raw textures use too much memory.
compressed textures always look worse. Dont fall for this meme, /3/. I've seen BCn and its a shitshow - its like if you took a blu ray movie, ripped it to your pc and then compressed the living shit out of it and then played it on your new monitor.
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>>522508
actually TGAs support RLE compression

>>522497
TGA is an old simple to implement format and historically the first to support truecolor, so naturally tons of graphics programs have supported it for years. Devs don't really see the need to switch as png doesn't solve any problem TGA didn't solve already.

>>522501
exr came 15 years later, so support is less of a guarantee. On the other hand, its main draw is it supports HDR, which TGA doesn't.

>>522515
memory is still limited, so it's a matter of tradeoffs. it can be worth losing pixel perfect detail if you can quadruple the texel density.
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>>522519
>memory is still limited, so it's a matter of tradeoffs.
maybe on your shitty console it is

>consoles
>CURRENT YEAR
>>
The real question is why not use .BMP?
4 Channels, supports up to 32 bit depth
Compression if required
On the plus side you can actually see a thumbnail in windows viewer without having to install a codec pack.
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>>522526
its no exr 3.0 thats why.
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>>522527
Obviously it's not meant to render passes. For doing textures and information maps, hell even turbulence maps it works great. Exr is way to fat of a format anyhow.
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>>522512
This.
Renderers decompress the textures.
Real-time 3d engines either use decompressed textures or gpu compression(DXTn), so it doesn't matter what kind of format you pass to them.

>>522520
raw is terrible for real-time, a single 4096x4096 pixels texture is 4096*4096*32=536870912bits or 64MBs, 40 of those is more than the majority of modern gpus for gaming or for rendering for that matter can handle. And that's not considering the pixel fillrate limits. Another problem is that multiple gpus, while they can render faster, cannot share the memory, so even if you have 10 titans you're limited to the memory of 1.
Btw, if anyone is interested why that is, it's basically cause you have to load the whole scene even for 1x1 tile in order to have properly calculated color.

>>522526
It's most likely due to the faster disk loading times, but I'm not sure. It doesn't really matter what kind of lossless format you use for rendering or real-time rendering for that matter(although it's better to use DXTn for real-time).
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>>522526
for some unfathomable reason BMP doesn't support compression for 32bpp images (which is the standard for non-hdr textures), only 24bpp or indexed colors, so TGA is preferred since the files will be magnitudes smaller.

>>522512
>there's not really any point using a compressed format before you build for production
Actually there is. Work files still take up space, so for both storage and everyday work compressed formats simplify things immensely. When your stuff is, say, four times more compact, that means you lose time swapping assets from the network four times less frequently. And let's not even look at asset version control.
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File: so_good.png (66 KB, 659x609)
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66 KB PNG
>tfw You reduce the amount of draw calls by 8 and get a 2ms performance increase.
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>>522653
fuck wrong board.
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>>522548
>Actually there is. Work files still take up space, so for both storage and everyday work compressed formats simplify things immensely. When your stuff is, say, four times more compact, that means you lose time swapping assets from the network four times less frequently.
What kind of shitty system are you targeting, idiot? A phone?
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>>522668
that comment's not about the target system but about the workstation during development.
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>>522679
so you're having a hard time...moving files on your OS? Are you serious? How long have you been doing this?
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>>522548

>BMP

Question from a UNIX guy: do people actually use BMP for textures?
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>>522497
.tga is pro jew, .png and .jpg are pro aryan.
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>>522715
Never heard of it personally, but if you're going to be compressing further down the line then there's no issue.
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>>522694
Obviously you've never been checking in gigabytes of assets in a production environment.
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>>522723
sounds like you're not an asset yourself, bub.
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>>522715
all a TGA is is a BMP with an alpha channel. I've seen bitmaps used as textures where the project never called for alpha data. Like in older video games.
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>>522773

I was referring to BMP the format, not raster images in general. BMP and TGA are quite different file formats.
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>>522773
yeah, and as said earlier, as long as you havent got an alpna channel, BMP is actually compressed. God knows why they made the addition of alpha disable the compression.



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