yeah download it by clicking my profile it's called 8x8 No Lag.
Just want to know if it worked for any of you.
Just want to know if it worked for any of you.
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insomniac_lemonGood points. However, I don't thinkParilUpscaling only takes place for non-power-of-two textures.
is true. When the new pack format was introduced and we could have separate resolution textures, I tried this, and they weren't even scaled on the block. I filed a bug report and it got fixed, and at the time the atlas was visible, so I could see on it that the NPOT textures were actually stored at-size and scrunched as close as possible instead of stored with gaps as they were before.
Unless something has changed or you're talking about processing before texture stretching, which I don't see how because there is no way to take an NPOT texture and upscale it to POT without changing pixel density.
Crop, not upscale. My choice of words was incorrect, however I was referring to the internal texture size (the one opaque to the user of the texture)/how it is stored on the GPU itself (and how texture coordinates are interpreted). Most modern video cards do this internally. Textures must be POT for memory alignment reasons (among other speed concerns), so video cards tend to enforce it even if the user doesn't know about it. You could still upload a 6x11 texture, and to the user of the texture, if you queried the texture width/height, it would say 6x11, but the video card has stored the texture internally as 16x16 with the actual texture in the top-left. Texture coordinates are adjusted to fit the smaller square (as well as filtering, etc).
-P
Good points. However, I don't think
is true. When the new pack format was introduced and we could have separate resolution textures, I tried this, and they weren't even scaled on the block. I filed a bug report and it got fixed, and at the time the atlas was visible, so I could see on it that the NPOT textures were actually stored at-size and scrunched as close as possible instead of stored with gaps as they were before.
Unless something has changed or you're talking about processing before texture stretching, which I don't see how because there is no way to take an NPOT texture and upscale it to POT without changing pixel density.
ParilUpscaling only takes place for non-power-of-two textures.
is true. When the new pack format was introduced and we could have separate resolution textures, I tried this, and they weren't even scaled on the block. I filed a bug report and it got fixed, and at the time the atlas was visible, so I could see on it that the NPOT textures were actually stored at-size and scrunched as close as possible instead of stored with gaps as they were before.
Unless something has changed or you're talking about processing before texture stretching, which I don't see how because there is no way to take an NPOT texture and upscale it to POT without changing pixel density.
insomniac_lemonDasDurielwell its technically not 8x8 because miencraft upscales the textures
so the "no lag" would be a lie
if you see it like this... no it does not work
No.... Minecraft does not "upscale" the texture, it just stretches the texture unto the model. Because the textures on the texture sheet take up less space, and thus less memory and processing, it should be quicker even if it's not that noticeable.poplawlerBut surely using different colours would increase lag to some extent?
Actually, no.
The gains from lower resolution might be noticeable, but the gains from a low amount of colors won't be.
Furthermore, you have HD textures in there (like the map and sun) which makes your pack much bigger (a whopping 4.4MB compared to my 16x pack which is 1MB....) and completely defeats your point. Come on, man...........
It's not quicker, no. There is technically no difference between an 8x8 texture and a 256x256 texture aside from memory storage in terms of rendering - the process of mapping a texel is a linear algorithm, and as such will run the same speed on any size texture (filtering might change this, but since Minecraft doesn't filter by default I'm not taking that into account). You are correct however that there is no "up-scaling" to 16x16. Upscaling only takes place for non-power-of-two textures.
One of these days I'll make a blog explaining the technical prowess behind the above process, hopefully to deter people from making "No Lag" packs and claiming that their packs reduce lag, which is a pretty ridiculous claim to begin with.
Texture sizes will reduce the amount of load on the GPU, as well as CPU - the only speed difference will be noticable when the game is animating textures, as drawing to/reading from images will time-wise be scaled up to the size of the textures
But surely using different colours would increase lag to some extent?
not at all
the time where the amount of colors made a difference was around 15years ago
the reason why 8x8 4x4 etc. makes no difference is because minecraft will upscale the texture to 16x16 which actualy results in more work for the game compared to true 16x16
this also causes glitches with the textures themself on blocks that have transparent pixels
the end result is a ugly game with the same or even lower performance
(and with lower i mean in the 0,000001%'s but still)
if you want better fps/no lag on low end hardware get optifine and set it up properly
the time where the amount of colors made a difference was around 15years ago
the reason why 8x8 4x4 etc. makes no difference is because minecraft will upscale the texture to 16x16 which actualy results in more work for the game compared to true 16x16
this also causes glitches with the textures themself on blocks that have transparent pixels
the end result is a ugly game with the same or even lower performance
(and with lower i mean in the 0,000001%'s but still)
if you want better fps/no lag on low end hardware get optifine and set it up properly
well its technically not 8x8 because miencraft upscales the textures
so the "no lag" would be a lie
if you see it like this... no it does not work
so the "no lag" would be a lie
if you see it like this... no it does not work
No.... Minecraft does not "upscale" the texture, it just stretches the texture unto the model. Because the textures on the texture sheet take up less space, and thus less memory and processing, it should be quicker even if it's not that noticeable.
Actually, no.
The gains from lower resolution might be noticeable, but the gains from a low amount of colors won't be.
Furthermore, you have HD textures in there (like the map and sun) which makes your pack much bigger (a whopping 4.4MB compared to my 16x pack which is 1MB....) and completely defeats your point. Come on, man...........
poplawlerBut surely using different colours would increase lag to some extent?
Actually, no.
The gains from lower resolution might be noticeable, but the gains from a low amount of colors won't be.
Furthermore, you have HD textures in there (like the map and sun) which makes your pack much bigger (a whopping 4.4MB compared to my 16x pack which is 1MB....) and completely defeats your point. Come on, man...........
it should work
Can you try it and give feedback?
