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- #Reddit krita drawing quality reduces upon transform 32 bit
- #Reddit krita drawing quality reduces upon transform full
In factorio we have a bunch of small, angular industrial objects, which means we are likely talking about only 1,500 triangles being necessary for the player to not notice. Even high resolution models take 30,000 triangles, which to put into perspective, a cube has 8 vertices and 12 triangles, so the number of triangles is likely going to exceed the number of vertices on any model. To put into perspective of how much data that is, you would have to create a model with over 349,525 vertices to exceed the data taken by one sprite sheet.
#Reddit krita drawing quality reduces upon transform 32 bit
So we've got 1024x1024 images, each image consists of 32 bit data. We can't get rid of the alpha channel in these images either, they really are 32 bit, 4 channel. For biters for example there were too many sprite sheets to count. Each sprite sheet, which does not encompass the entirety of the animations requires, takes about 900-1000+x 900->1000+ 32bit images, where many sheets are needed for each dynamic object, (for the purposes of simplification, we say 1024x1024 32 bit images).
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They are talking about factorio and games with similar art styles, not intrinsically 2D games with 16x16 character sprites, but games that emulate 3D with 2D sprites at high resolution. What do you think? Do you know of any sources where I can read about this topic? And a lot comes down to optimisation on the level of mechanics rather than graphics. So it's kind of difficult to test a scene with the same level of complexity in the two. Unforunately though I don't own ROI so I can't exactly test how much of a difference there is and of course their mechanics can't be put together 1:1. I suppose the best example is Rise of Industry and OpenTTD. Would the model display all features of the sprite with its geometry or would it reduce some to texture or vertex color? If so what level of simplification would we use? Would a cargo container be a simple box with a texture? "What do we consider a true representation of a 2D sprite?". I'm more of an artist than a programmer so I know there is a lot of subjective variables in here.
#Reddit krita drawing quality reduces upon transform full
At what point have we/will we reach the mark where the same 2D game (that has 'faux' 3D like RCT) can be represented in a full 3D environment that is computationally the same or even less work for the machine? On the other hand a large amount of work on graphics cards serve to optimise 3D rendering. So sprites in these cases seem to serve the purpose of applying visuals with the lowest amount of resources possible. Roller Coaster Tycoon 1-2 ran great even on the hardware at the time and used sprite based graphics (though much of the performance is thanks to Chris Sawyer being a magician but they still fit). Factorio supports large, complex machines with thousands of sprites on screen. To try and sum up what this question is I want to give some examples.