Shrinkify!


A new small (literally) update appears and since it has a more technical aspect i thought i'll leave a few words here on this, which could be something for game developers willing to optimize their game but maybe more interesting for Godot Engine users. May sound trivial but i think it's worth mentioning.

First off, no surprise but hi-res textures takes up space on your HDD and in your VRAM too. As you make more and more assets in your game this size can be overwhelming, the game will load up slower and you may lose out on a generation of VGA users because your textures cannot be loaded into their VRAM capacity, which makes their game run MUCH slower than their computing capacity is capable of.

So the question is: do you really need such high res textures to make the game look what you intend to look overall? Do you really need 4K textures on everything? The answer is NO. Even if you download an asset with pre-made textures it's worth considering reducing their resolution if your game doesn't aim for AAA looks. 

Don't stick with a specific resolution either, like you shouldn't say you only use 4K textures or 2K or lower on everything, consider how your asset will appear in your game, if it's some important stuff which will appear close to the camera it's worth using higher res textures on it with all the juice you may consider. But if it's far away in the background and the player could never get close, or an unimportant decoration element which the player may just go past without even noticing it's there it's really not worth using anything like that, as it will make no overall visual difference in the end.

As for the Godot specific stuff:

When you import an asset or make a resource unique to change it's properties we tend to leave it by and save a tscn like that. This will make that resource embeded into that tscn file, making it huge, which will take more time to load, takes up more RAM if you load or preload it as a resource, but you can (and should) save the resource which you just made unique separately, mesh resources as a .mesh file, and materials as .tres or .res, each will take up significantly less space in your project than together.

If you are using models with embed textures you can still make the resource unique and save the texture as png for further optimization.

Going by this practice Alterworld takes half the size on your computer and 1/3 of the VRAM which it used to be. It should also load up noticeably faster.

For the new and returning players i hope you'll enjoy the game, more update will come sooner or later as always ;)

Files

Alterworld.zip 331 MB
56 days ago

Get Alterworld

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