Size difference

Started by Mozesh, Thu 31/03/2005 12:34:33

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Mozesh

Hey ive got a question.
Someone in the forum here said that png and bmp are almost the same quality but png takes much less space. So my question is: does the difference in file size makes a  big difference for my ags game's filesize. In other words is using png better than using bmp.

-redrum89

scotch

It makes no difference for AGS, and they are not almost the same quality, they are exactly the same quality.

strazer

For the web, PNG is preferrable, but in AGS, no matter what graphics file format you use for import, the resulting data is the same:
Sprites are NOT compressed for performance reasons and room backgrounds are compressed by an internal lossless algorithm.

Mozesh

Okay thanks :) another question out of my head

NiksterG

#4
Okay, so is there a specific type of file that is best for sprites, since they are not compressed? (Other than jpegs... they look really bad.Ã, :P)

(Oh, by the way: Happy Birthday, strazer!)
Check out my games! (Not all made with AGS)

scotch

It makes no difference in the case of sprites either, they are stored uncompressed.

strazer

Quote(Oh, by the way: Happy Birthday, strazer!)

Oh, didn't see that until now. Thank you! :)

Mozesh

Now a different thing about the same thing.
Sprites with transparent around it.
So lets say youve got a sprite with a huge transparent space around it. Will that be bigger than when a small transparent space around it?

Gilbert

Yes. Since sprites are not compressed, memory usage is directly related to the size.

Here are some simple calculation examples, for example, if you have 2 sprite, one 50*20 pixels, another 100 * 30 pixels (Both INCLUDE teh transparent pixel areas).

If they're both 8-bit indexed sprites (1 byte per pixel), they consume memory respectively:
1 x 50 x 20 = 1000 bytes
1 x 100 x 30 = 3000 bytes

If they're both 16-bit hicolour sprites (2 bytes per pixel), they consume memory respectively:
2 x 50 x 20 = 2000 bytes
2 x 100 x 30 = 6000 bytes

If they're both 32-bit truecolour sprites (4 byte per pixel, 3 for RGB channels, 1 for Alpha), they consume memory respectively:
4 x 50 x 20 = 4000 bytes
4 x 100 x 30 = 12000 bytes

Of course it's just rough (but quite accurate) estimate as you need also to take into account the indexing, etc. info. in the sprite data.


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