Still getting a lot of questions about why #gamedev optimisation of meshes and textures matters if the game can handle it.
Over optimisation is when you spend a lot of time working on something that doesn't need optimising to do the job. Doing so wastes time you can put to better use.
So why shave a few polys off a model, cut down the texture size or strip out some bones when you can have so many these days?

Firstly, not all games are for top hardware, the latest drivers and the latest engines. What is a meagre savings on one platform is vital on another.
But even on a top of the line hardcore machine, shaving a little off an individual asset won't appear to make a difference. Right?

Well yeah, but you don't have one asset in a game project. You have hundreds, if not thousands.
A 2048x2048 texture usually takes up between four or five and a bit megabytes, depending on compression.

The next texture size up is 4086x4086. That is four times the size, because it is a double the length and the width.
Spread that out over hundreds if not thousands of textures and that single step up in texture size sounds a little more concerning.
Same with models. Reducing a few MB, or even a few KB of data from your meshes can multiply out quickly.
So as a video game artist, learning to optimise is still a huge part of your job, even with modern tools, hardware and engines, and I encourage all artists to instinctively and casually optimise as they go, even if it is a little here and a little there.
Even if you hit target fixed spec, players will enjoy that their downloads will be fast, loading screens short and DLC is ready to play moments after paying for it.
One other note on what I see in modern game art in this regard- often parts of a model will appear blocky and angular from too little polys, such as arms or shoulders. There is absolutely no reason that should ever happen these days, as usually sitting right next to said blocky-
-bit is some small detail modelled in stupid detail. If you are tight up to your trianglr budget, put those fuckers to work where they count.

I just cannot get my head around this weird mismatch. :D
*trianglr, like Grindr but for geometry.

*triangles, obvs.
So do yourself a favour. Aim to use just the resources you need to sell an effect. Clean up a little as you go, and for the love of satan, drink some water.
Nobody likes waiting for loading screens.

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More from @delaneykingrox

Nov 11
A very good question. So automatic polygon reduction uses several factors to decide if a triangle can be removed. Angles, edge lengthx and for characters LOd generation, the skin weights. Image
If we look at this cross section, you see the angles and distances give you several candidates for culling that won't change the shape much, and there are some that will be sharply obvious. Image
If your edges follow the peaks and troughs, they will hold volume as they LOD.
For even distributed dense counts, the angle changes are too shallow to really control what gets culled first, so it can chew into things you want kept.
Read 6 tweets
Nov 11
When a dude writes a long thread criticising your work, attacking your teaching methods and completely discounts your experience, and then tries to pull rank by saying they know better because they are a AAA artist... and not even check my qualifications... that is a jerk.
Saying they know better than me because thet are a AAA developer and it is their job is okay... but when I respond with... actually I am too and I have been a senior for ages... is somehow unfair on the poor guy?

Real double standard there folks.

Fucking dandy.
And me bothering to respond at all using their own example that reinforced exactly what I was teaching?

Wow am I a fucking monster,

Why do guys get to wade into women and we are just supposed to be nice and smile?

Fuck off. Fuck way off.

I am so sick of this double standard.
Read 9 tweets
Nov 11
Well, if you insist on being a jerk, I am also a AAA artist and have been a specialist and trainer for major companies.

And this example you give literally demonstrates exactly what I am talking about with topology flowing over the prominent curves of the details.
So this feels Image
Entirely like you trying to big up yourself and make arguments that serve nothing except your ego. ImageImage
Now, I am going to get back to teaching people skills that will make a big difference in their projects and careers.

Feel free to do whatever this is you are doing elsewhere.
Read 13 tweets
Nov 11
#gamedev Tip: when you make concept designs and sculpt models for creatures and characters, activate your imagination to picture them moving and performing on your screen.
It may sound crazy, but have an imaginary conversation with them as you work. Picture them flexing, adjusting their clothes, thinking, smiling and so forth.

If you do this, big problems that will bite you down the track will quickly identify themselves
Stupid things like... "oh wait, he can't reach his gun"... "her knee pads won't let her walk with her legs close together", "it can't close its mouth", "he can't raise his shoulders".

Dumb stuff that you wont always catch when thinking statically.
Read 7 tweets
Nov 11
When learning game art do not assume you are working on a top of the line high end platform Aaron.

As much as studying modern workflows is vital, looking back to earlier generations teaches artists how to work on all platforms, both low end now and emerging.
A lot of what I teach highlights lost techniques and theory that is often ignored because you get to throw high spec machines with experienced teams who can afford to run simulations, process facial capture and tension mapping.

Unfortunately, that lost information...
... results in a general ignorance that causes further problems across the board.

You absolutely mock or discount those techniques because you personally get to play at the top of the food chain.

Students will most likely move into budget indy products and mobile games...
Read 9 tweets
Nov 11
#gamedev tutorial content has started properly now on my patreon.com/darkling, and now I have my software issues sorted I can start getting into the meat of my Violent Triangles book next week.

The first topic is understanding vertex and face normals for absolute noobs... Image
And as I go I will be fleshing out the subject to include using directly editing vertex normals for various game effects... normals for precise baking and so on.

I may also push forward the game topology diagram section as I am getting lots of interesting DMs from students...
...who are still getting conflicting messages about ngons, triangulation, quads and topology flow.

The book will cover all this, including use cases, pros and cons, tips for subdivision modelling and typical topology flow principles for faces, characters and super low poly.
Read 4 tweets

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