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>game uses jpg textures
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Thread replies: 35
Thread images: 7
File: PNG VS JPG.gif (96 KB, 825x559) Image search: [Google]
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>game uses jpg textures
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>>338259831
>strawman

also >>>/g/
>>
>game uses 3D models but only uses 2 dimensional space
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>game uses a .jpg image of the exit
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Never seen a game use jpgs, gamemaker plebs use png from time to time though
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>>338259831
>OP uses a gif that doesn't move
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>>338259831
> That retarded image
> 256 color gif
> not knowing most games use DDS textures

You don't know shit, stop posting and kill yourself.
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>game HUD doesn't scale to 4K
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>>338260430
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>>338259831
But images like that are terrible for png
>>
>textures
>compressed on use
never happens, in order to work you need every info to be accessible immediately, no matter the storage format on the hard drive, textures will be arrays of pure data, usually abgr (32 bits). you can use a palette too but literally nobody does it because modern devs are monkeys who thing drag and drop in unity is deep machine code programming.
>>
Not even 1 game uses or used jpeg. I only know retarded mods for q3arena with some jpeg shit in .pk3.
Op is a faggot.
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>>338259831
Someone explain to me the difference, besides transparency.
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>>338260716
Aren't image textures easier on the system than a bazillion color pallette?
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>>338259831
>full 3d game has a locked resolution or fov
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>>338260941

png has a larger color palette, compresses better losslessly if there are fewer colors

jpg has can be uncompressed and is sometimes smaller than png though it might mess up the colors though it's difficult to tell
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>>338261016
well no, a palette drastically reduce the memory usage, and with modern shader based pipeline the computation overhead is negligible (you'll use pixel color = palette[texturedata[i]] instead of color = texturedata[i])
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>>338260941
>png = lossless, compresses by identifying the same color regions and doing some algorithm shit, small file sizes for images with lots of continuous color regions (like drawings) huge file sizes for images that don't, like photographs
>jpg = lossy, compresses by removing small unnoticeable features, creates small filesizes for large detailed pictures, creates bigger filesizes and distorted looking pictures for small smooth pictures

Basically use jpg for compressing real photographs game/anime screenshots and shit like that and png for graphics and computer drawn artwork and things that have clear defined color definitions

OP's image is bait
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>>338261138
>png has a larger color palette
This is just wrong.
Also jpg is always smaller than png when do non cartoony textures and gradients.
And again, it's irelevant since in memory neither PNG nor Jpg stay compressed, they are both array of pixel values, size is dictated by the resolution only.
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>>338259831
>not FLIF
http://flif.info/
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>game uses dxt textures
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>>338261440
>no .RAW
utterly disguting
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>>338261484
but RAW produces huge files. Flif doesn't:
> FLIF does away with knowing what image format performs the best at any given task.
> You are supposed to know that PNG works well for line art, but not for photographs. For regular photographs where some quality loss is acceptable, JPEG can be used, but for medical images you may want to use lossless JPEG 2000. And so on. It can be tricky for non-technical end-users.
> More recent formats like WebP and BPG do not solve this problem, since they still have their strengths and weaknesses.
> FLIF works well on any kind of image, so the end-user does not need to try different algorithms and parameters. Here is a selection of different kinds of images and how each image format performs with them. The conclusion? FLIF beats anything else in all categories.
>>
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>>338260430
ATSC master race
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>>338261584
it's the windows of microsoft
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>game uses png textures
>it's 700 gb big
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>>338261584
Call me back when people actually start using Flif.
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>>338259831
nigga targa is the standard, because of alpha channels
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>game doesn't use FLAC sound files
>game doesn't use RAW textures
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>>338261370

>>338261370
>This is just wrong. Also jpg is always smaller than png when do non cartoony textures and gradients.

does that not mean there are less colors?

of course they don't stay compressed, point is that jpg can remove data to reduce file size but makes it blocky and low quality
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>game doesn't use glTF
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jpEg is life, anon.
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>>338262603
tfw my downgraded jpg looks better then op pic
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>>338262392
>does that not mean there are less colors?
no. the number of colors is the same, usually 255*255*255. PNG "compression" is really basic, you count your pixels by lots, so if you have 1000 pixel of the same color in a row, you just say "1000 time this color". jpg is more complex and use sinc/cos math on 16*16 squares of data. and you lose information on purpose to simplify the equation that will regenerate the square.
In the end none are limited in colos in nature, but PNG just work better with less colors. jpg artifacts are tricky because they don't especially come from the compression, but instead it's more about the limit at the border of the 16*16 squares that don't mix.
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>>338261584
Flif isn't a format, it's like mpeg, you put whatever you want in it.
And in the end everything in the RAM will use the same space as the raw data. with hard drive memory being so cheap there's no need to really compress things. Video cinematics and sounds are actually the part that bloat games these days.
Thread replies: 35
Thread images: 7

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