caldrail, on 12 September 2014 - 03:17 AM, said:
No it doesn't. A compressed texture is smaller in storage only. For the graphics card to use it the system must uncompress it on loading to display the pixels, therefore in memory the size is exactly the same.
Only those that are not compressed wth DXT. As DXT is supported by hardware, don't need to be uncompressed, and it's supported by all GPU-s since early 2000s.
Hack, on 06 September 2014 - 09:43 AM, said:
Not true, as not all textures will benefit from, or can even use compression (glass, normal maps, etc.). Besides, the backend of Railworks is different than that of MSTS or OR and therefore off-topic. However, regardless of the game platform used, it's all a matter of budgeting an efficient model and knowing when to use (or not use) compression to achieve the desired results.
Normal maps are usually very small (if used correctly) (however there is also normal map compression supported by directx10(?)+ hardware called 3Dc based on DXT5 but avoids the normal map artifacts created by the original compression).
For glass, in the beginning i used no compression in railworks/TS2014 as the tutorials said so, but then i tried the compression, and saw no difference, nor with trainglass.fx or TrainWeatherGlass.fx.