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Did you know textures are more intensive than the mods data?
If modders used different texture styles you could play HUGE modpacks with low amounts of ram
, low end pc users would appreciate it
(this takes more work) if you use mcreator for mods this basically means nothing unless you import textures.
, low end pc users would appreciate it
(this takes more work) if you use mcreator for mods this basically means nothing unless you import textures.
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Yes this is naturally the case in all games, texture maps are graphs indicating the RGB/HSL value of each pixel on that graph; to be honest given Minecraft's conventional texture sizes, this is less of an issue compared to most other games.
A technique to circumvent the high use of resources ... especially on surfaces/textures with transparent pixels is to typically put all textures of similar or the same materials onto a texture atlas. This is often done in the industry to help combat something called 'overdraw' that's often the result of 3d scenes with thick vegetation, Minecraft though won't suffer from anywhere near the same resource cost as most other realtime 3d games from the past 12 years.
When using PBR materials or material shaders aswel, the resource cost obviously increases more due to all the lighting calculations going on with reflections, normals etc, especially as resource packs that support material maps with higher than average resolutions.
A technique to circumvent the high use of resources ... especially on surfaces/textures with transparent pixels is to typically put all textures of similar or the same materials onto a texture atlas. This is often done in the industry to help combat something called 'overdraw' that's often the result of 3d scenes with thick vegetation, Minecraft though won't suffer from anywhere near the same resource cost as most other realtime 3d games from the past 12 years.
When using PBR materials or material shaders aswel, the resource cost obviously increases more due to all the lighting calculations going on with reflections, normals etc, especially as resource packs that support material maps with higher than average resolutions.