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Help me understand this, will these new textures that Sean works on be implemented into the QRP when finished or will it be a so called "version 2" of QRP?
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If engines support it you should really consider compressing textures to DXT1 .DDS files. This should make the filesize six to eight times smaller, which saves bandwidth, download times, memory and loading times. Also means, more textures can be loaded into memory at the same time.
Using the nvidia DDS compression tools at highest quality setting should result in a texture virtually undistinguishable from it's uncompressed counterpart.
This only works well for diffuse and specular maps though, normal maps can't be compressed lossy with block compression without considerable quality loss.
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These last two look great Sean! Great work!
Glad to hear there is no slowdown!
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I personally think the default QRP normals are a little too strong - stained glass windows now look like a collection of bubbles. Indeed a good normal map should mostly preserve the original texture and only give it an appearance of depth. A good effect is applied with a light hand.
Edit: And for goddess' sake, can you use a normal text style for your posts guys, it helps readability.
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