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I optimized some texture sizes this weekend, Pretty boring work to be honest >_<

So, essentially what I did was using the unity profiler to see what textures were used in the game and what size they have. And… Well… I do not think the cryo pod needs 8k textures (which weights for about 100 MB O.o)

So I was able to scrape about 500 MB of texture size out of the game on Saturday.

On Sunday, I balanced the loading of the assets a little bit and divided the asset size between the loading scene and the "normal" game scene. I actually need to do this because in the Unity 3D version I use there is a HARD asset file size limit. It can not go over 4.3 GB. The moment it goes above the game can still be compiled but all the textures in the game will be very, very weird. (this has been fixed in later versions of the unity 3D editor)

So, news about the next game : The world is still in production hell (I really should not have just thrown my good friend into this without Unity 3D experience >_<)
Kind of my fault. But anyway, he is learning quickly, and I hope I can get the world next month.
If not, then I need to do this. (And... I am bad at world/level design, O.o)

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