Using less texture data

This approach is simple, straightforward, and always a good idea to consider. Reducing texture quality, either through resolution or bit rate, is not ideal for graphical quality, but we can sometimes get away with using 16-bit textures without any noticeable degradation.

Mipmaps (explored in Chapter 4 Optimizing  Your Art Assets) are another excellent way of reducing the amount of texture data being pushed back and forth between VRAM and the Texture Cache. Note that the Scene window has a Mipmaps shading mode, which will highlight textures in our scene blue or red, depending on whether the current texture scale is appropriate for the current Scene window's camera position and orientation. This will help identify what textures are good candidates for further optimization.

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