STiFU 732 Posted March 26, 2020 Report Share Posted March 26, 2020 Do you have a converter for RGTC @duzenko? I'd like to conduct an experiment so see how loading times are affected. I assume their is no code support needed to load RGTC normals at this point? Quote Link to post Share on other sites
duzenko 654 Posted March 26, 2020 Author Report Share Posted March 26, 2020 3 hours ago, STiFU said: Do you have a converter for RGTC @duzenko? I'd like to conduct an experiment so see how loading times are affected. I assume their is no code support needed to load RGTC normals at this point? Good question that I can't answer fully ATM. D3 offers two automatic conversion options: via the r_writeCompress_something cvar that is supposed to let the GL driver do the conversion and then simply bit copy the result from the VRAM. You'd think that driver's on-the-fly compression is fast but image quality might suffer. using an external command-line tool. Supposedly this is the recommended option. We still need to decide which 3rd party compressor we want to use and how to wire it to TDM (command line params, etc) Feel free to try either of these but keep in mind that texture loading is only a fraction of total map loading time. I'd like to get the RGTC conversion completed but afraid to touch it before 2.08 is out Quote Link to post Share on other sites
STiFU 732 Posted March 26, 2020 Report Share Posted March 26, 2020 40 minutes ago, duzenko said: Feel free to try either of these but keep in mind that texture loading is only a fraction of total map loading time. How can you tell? Did you profile map loading? If so, I'd be very interested to see the results!! Quote I'd like to get the RGTC conversion completed but afraid to touch it before 2.08 is out Yes, this is definitely a 2.09 task. Quote Link to post Share on other sites
duzenko 654 Posted March 26, 2020 Author Report Share Posted March 26, 2020 20 minutes ago, STiFU said: How can you tell? Did you profile map loading? If so, I'd be very interested to see the results!! Yes, this is definitely a 2.09 task. Unfortunately VS2019 profiling does not work for me But image_preload 0 will do the job - try it. Quote Link to post Share on other sites
stgatilov 1139 Posted March 27, 2020 Report Share Posted March 27, 2020 17 hours ago, STiFU said: Do you have a converter for RGTC @duzenko? I'd like to conduct an experiment so see how loading times are affected. I assume their is no code support needed to load RGTC normals at this point? If you have time to have fun, you can try to implement your own in something like Python. All those texture compression formats are so simple compared to PNG and JPG, that writing a basic converter is a one-day problem 13 hours ago, duzenko said: Unfortunately VS2019 profiling does not work for me I'm afraid CPU profiling is not the right way to conduct experiments in this case. There are many things involved which you won't be able to properly measure with profiler: disk accesses, OpenGL driver work, GPU transfers, etc. I suggest doing more complicated measurements with temporarily disabling some parts in the code. I guess most of the time should be taken by texture loading, models loading, and sound loading (also covered in zip compression unless you are on SVN). Quote Link to post Share on other sites
duzenko 654 Posted March 27, 2020 Author Report Share Posted March 27, 2020 2 hours ago, stgatilov said: I guess most of the time should be taken by texture loading, models loading, and sound loading (also covered in zip compression unless you are on SVN). .map/.proc/.cm files can take a while to load, as well as AAS parsing Then, there are also scripts, def's, materials Quote Link to post Share on other sites
HMart 319 Posted March 28, 2020 Report Share Posted March 28, 2020 On 3/26/2020 at 8:01 PM, duzenko said: Good question that I can't answer fully ATM. D3 offers two automatic conversion options: via the r_writeCompress_something cvar that is supposed to let the GL driver do the conversion and then simply bit copy the result from the VRAM. You'd think that driver's on-the-fly compression is fast but image quality might suffer. using an external command-line tool. Supposedly this is the recommended option. We still need to decide which 3rd party compressor we want to use and how to wire it to TDM (command line params, etc) Feel free to try either of these but keep in mind that texture loading is only a fraction of total map loading time. I'd like to get the RGTC conversion completed but afraid to touch it before 2.08 is out What about ATI/AMD compressionator? It was the tool that idsoftware used to compress normal maps for Doom 3 and splash damage for quake wars, you can find the old version used in Doom 3 here. Or perhaps ODCompress from Overdose? Quote Link to post Share on other sites
duzenko 654 Posted March 28, 2020 Author Report Share Posted March 28, 2020 48 minutes ago, HMart said: What about ATI/AMD compressionator? It was the tool that idsoftware used to compress normal maps for Doom 3 and splash damage for quake wars, you can find the old version used in Doom 3 here. Or perhaps ODCompress from Overdose? Does either of them support RGTC? Quote Link to post Share on other sites
New Horizon 507 Posted March 28, 2020 Report Share Posted March 28, 2020 I don't see RGTC in the Overdose menu and I doubt compressonator would support it since it's an old program. Quote Link to post Share on other sites
HMart 319 Posted March 29, 2020 Report Share Posted March 29, 2020 (edited) 3 hours ago, duzenko said: Does either of them support RGTC? Don't know a thing about texture compression but latest compressionator "Can compress to a wide range of compression formats including ASTC, ATC, ATInN, BCn, ETCn, DXTn and swizzled DXTn formats, and supports conversion of textures between 8bit fixed, 16bit fixed and 32bit float formats." Taken from this link: "ASTC provides a single-channel and two-channel version, equivalent to RGTC's formats." Edited March 29, 2020 by HMart 1 Quote Link to post Share on other sites
nbohr1more 2094 Posted March 29, 2020 Report Share Posted March 29, 2020 As I recall, RGTC is just another name for Microsoft's BC4 or 5 This seems to confirm it: RGTC1_RED = BC4U, RGTC1_SIGNED_RED = BC4S, RGTC2_RG = BC5U, RGTC2_SIGNED_RG = BC5S Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
duzenko 654 Posted March 29, 2020 Author Report Share Posted March 29, 2020 6 hours ago, HMart said: Don't know a thing about texture compression but latest compressionator "Can compress to a wide range of compression formats including ASTC, ATC, ATInN, BCn, ETCn, DXTn and swizzled DXTn formats, and supports conversion of textures between 8bit fixed, 16bit fixed and 32bit float formats." Taken from this link: "ASTC provides a single-channel and two-channel version, equivalent to RGTC's formats." Can't see any reference of a compression tool on that link Quote Link to post Share on other sites
HMart 319 Posted March 29, 2020 Report Share Posted March 29, 2020 (edited) 4 hours ago, duzenko said: Can't see any reference of a compression tool on that link Nor was that my intention I was just showing that I've read that ASTC is equivalent to RGTC but I don't know if is really true or not. Ha now I know what you meant by that, the first quote in dark gray from my reply above was from the latest AMD compressonator page, the link to it is on my reply above with the links for the tools, the other quote in white, is from another link, the "taken from this link" was referring to the white quote only. Edited March 29, 2020 by HMart Quote Link to post Share on other sites
revelator 262 Posted November 13, 2020 Report Share Posted November 13, 2020 compressonator was opensourced and now seems to support it https://github.com/GPUOpen-Tools/Compressonator Quote Link to post Share on other sites
revelator 262 Posted November 13, 2020 Report Share Posted November 13, 2020 It uses ASTC which is aproximatly the same as RTCG. The downside is that ASTC is an opengl ES feature so might be a bit lobotomized. Quote Link to post Share on other sites
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