I was thinking exactly about this. With 1k or 2k textures it's not much of use...
Personally i would not use .roq with 2k textures as well (i don't even think roq can go that far), at lest for ingame affects but for small ingame screens and some effects i don't think 512x512 roq's are that bad, but is personal opinion.
...That first example is a huge overkill, to put it mildly, you're basically multiplying the number of tris on a model by 23 (!), not to mention additional drawcalls...
Yes is overkill, that is why i also don't recommend it to anyone, my recommendation is to use a texture strip or a roq if you need so much frames.
Can you explain why changing stages on a single material causes you to multiply the tris on a model? Is the first time i'm hearing that.
...That said, using video for this seems like an unintuitive idea as well...
Ok but I don't agree, apart from the inability to tweak it after the fact (change frame speed for example) imo is a very fast and easy way to have texture animations on levels. But like i said before, anyone is free to use whatever they like, the final outcome is what matters.
(and not exactly cheap, performance-wise).
How much impact in performance are you saying this have?
I know roq is a very old but very cpu efficient video format, personally I have not tested it, at lest not on a performance basis, i did tested it visually, for example, the .roq based caustics against the texture strip ones and apart from roq looking more blurry, personally i didn't saw any performance impact of note between the two, but the roq was 512x512, i don't know how would it behave with a much larger roq, i'm sure the larger the .roq the bigger the performance impact.
...Usually 2-3 scrolling tileable textures is a way to go:
That is true, if your texture animation works well with so few frames, with no noticeable ick-ups or repetitions but if you are trying to simulate, for example, rain drops streaming down windows, or a TV show (like those of Max Payne for example) or even a video communication on a screen, like those of Doom 3, etc, you certainly need more than 2 or 3 frames, in the caustics case i posted, it has 24 frames, and you are right is indeed overkill, i'm certain it can work with less, is just a test i did and the source data was made of 24 frames.
Btw that UE4 tutorial is very nice thanks for posting it, but i most say his caustics do not behave exactly like mine, at lest not on flat surfaces, like flat floors and walls, on mine the caustics undulate and change shape but his is a very efficient trick indeed and i would recommend it over mine.
Edited by HMart, 31 July 2017 - 06:53 PM.