#header.image can cause high CPU (3 Viewers)

Swede

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2048x2048 but now I noticed that the changed videos_logo moved from packedgfx24.png to packedgfx22.png. who knows if that could be a reason?
 

tourettes

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    2048x2048 but now I noticed that the changed videos_logo moved from packedgfx24.png to packedgfx22.png. who knows if that could be a reason?

    As it fits there better :) MP optimizes the packed textures (don't ask me what algorithm it is using :)). So, its not a bug in MP nor in texture files.

    What GPU you have? Can you try to increase the available video memory (if laptop) in bios?
     

    tourettes

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    I don't think it's possible Technical data for Toshiba Satellite A100-254 - Laptop at dooyoo.co.uk

    Graphics Processor / Vendor Intel GMA 950
    Dynamic Video Memory Technology 3.0
    Max Allocated RAM Size 128 MB

    Does the packed texture file count vary between those two (cropped and non-cropped) situations?

    as ( 2048 x 2048 x 24bits ) is approx 32 MB. So, three packet texture files would fit into GPU's memory, but four most likely wont as the GPU memory is used for other stuff than the textures as well.
     

    Swede

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    I was thinking that too!! I will test to see if the textures in the fourth and fifth packet are problematic

    Hmmm, cannot say for sure, but I think that could be it. In that case everyone with 128MB GPU should have some problems in some screens. Maybe even different screens at different times, depending on how the packs have been done. I guess they can be different from time to time? Maybe there should be a limit to 4 packs instead of 5? Or is that automatic depending on how big the textures are? edit yes it is!


    ...Yes!! successful test:
    It is the placement of the textures in the packedtextures files that matters. If the textures are in the fifth file: packedgfx24.png, then the cpu spikes, mouse laggs, and DX errors occurs.

    My cropped files does not really help. Only if they happen to place the texture in another packedtextures file

    I tested to make all large textures to half size, and now there are only 3 packedtextures instead of 5 and everything runs smoothly.

    Soo... Skinners, please be aware of that the textures should be as compact as possible. Don't waste empty space around them, because that makes the packed textures files unnessesery large wich forces GPU to use unnessery much memory. A 128MB GPU can only take 4 packed textures files.
     

    Harley

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    i think 128MB internal GPU ram is a little bit smal for actual softwares like mp.
    The minimal GPU ram should be 256MB, or better 512MB. Those new gfx cards are in low price segment, so i think it´s no problem for a htpc.

    Greetings Harley
     

    Swede

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    You're absolutely right, Harley, and I have no problem with my HTPC or my other stationary PC client, BUT lots of people want to use MP in laptops and even those new mini-laptops, and they are often less equipped. It's quite simple to make Blue3 and Blue3wide to use less videomemory. A few of the textures are a bit big. If they were a little bit smaller then they would fit in 4 packedtextures and 128MB works perfectly.
     

    infinite.loop

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    i think 128MB internal GPU ram is a little bit smal for actual softwares like mp.
    The minimal GPU ram should be 256MB, or better 512MB. Those new gfx cards are in low price segment, so i think it´s no problem for a htpc.
    But you can not install a new gfx card into a notebook harley. :D
     

    tourettes

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    I think we should "fix" the default skin so that it's textures will fit into four packed textures. This will reduce the GPU memory requirement from 256MB to 128MB (as there aren't any "models" in between those two :)). Especially when such change is not causing any regression nor difference in visual appearence in the skin.
     

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