The only way of reducing texture size is to save it at lower resolution, for example save it to a 64圆4 pixels image, and the engine will (maybe.) only read that 64圆4 pixel data. So the texture will allways be: ((128p * 128p) * 32 bits) / 8 = 64 KB. Now imagine you copy that 16 colours tga to a game, and the game engine loads the textures in 32 bits with transparency, it will read every pixel of the file generating 32 bits of RGBA data, even if the file has only 16 colours. Then I converted it to 16 colours, and saved as compressed tga, the resulting file is only 8.45 KB in size.Īs far as I know, the size a image will use of ram/vram is this = ( (128p * 128p) * X bits) / 8 (convert to BYTES). The TGA file is 64 KB in size (I just tested an uncompressed tga). I took a tga image from a game, 128x128 pixels and it is rgba colour, it means that for every pixel it uses 32 bits (8 for red, 8 for green, 8 for Blue and 8 for alpha transparency). Why do Lossy image formats even still exist?Īlso, PNG, especially when optimized, tends to be smaller than TGA in my experience. (04-09-2017 12:51 AM)Lycanphoenix Wrote: "Particularly quality" implies Lossy Compression.
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