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OAR size difference with texture changes

9 comments

in the last month i have had several posts about textures with the gist of it being that taking the time to create textures and optimise them to their ideal sizes is a good practice. for me that is far easier said than done

when i am making something and the little light bulb in my head goes off and sez: “ooh, i need a zebra stripe pattern for this!” i tend to head over to cg textures, quickly resize the first one i find to something like 512 pixels, and then upload it. i should take the time (woohoo, just an extra 2 minutes could save me hours later) and size it as small as possible and then save it somewhere neatly (the flickr post on that)

airshipNautilus_008in my current OCD-natured manner of going in and swapping out textures, i don’t really know the impact i am having – partly because i don’t remember what size and formats the old textures were. in the zebra stripe example, i believe it had been a 1024 pixel one that i had imported into Second Life a few years ago and it came over to OpenSim as a zeppelin. the new texture is a 256 pixel one so i feel confident it’s a better one to use

so far i have only swapped out 18 textures (freely available here but download them as originals which was discussed here) and have only done that on 4 regions – but is the time i’m spending doing this going to pay off?

cone_002

what a pro

i don’t know how to read LOE or load info in-world but i see my OAR backups daily. it’s not a scientific way to judge what’s going on but when i consider that i’ve done just a small amount of building in the last month (w00t! i made me a traffic cone!) then it shows a downward trend

at the beginning of february, before changing 18 textures in 4 regions, the combined Enclave Harbour OAR size was 156,550 kb. after changing those, the combined OAR size dropped to 135,402 kb which is a 20 meg difference!

it only averages to about a meg per region but i’m not done yet; i presume this savings mean a little less load time for visitors

the conclusion being – don’t be an Ener wiener when it comes to your textures! exercise discipline and save time in the future! =)

textures

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written by Ener Hax

February 22nd, 2012 at 10:47 pm

posted in OpenSim,virtual worlds

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9 comments to 'OAR size difference with texture changes'

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  1. Anything that is measured and watched improves :)

    This will certainly reduce both texture load lag/stutter as well as the resulting memory used by the simulator when uploading the texture to the client. A very good idea.

    Keep on truckin with the OCD in tact!

  2. thanks Tranq for the confirmation – my sloppiness have come back to haunt me, but when i was inSL i never imagined i’d be doing what i am now =)

    Vegas baby! =D

    Ener Hax

    23 Feb 12 at 12:07 am

  3. Yes! With building, and scripting, and blender workshops OH MY!

    Very very excited!

    Tranquillity

    23 Feb 12 at 6:43 am

  4. Oh tell me!

    I made that same mistake in SL all the time and it took me awhile to figure out the textures were eating performance. I’d load up huge sizes thinking if they were bigger, the detail would come through easier – because I’m farsighted anyway so everything up close is a blur unless it’s magnified like crazy. This is not a concept useful to VWs ;-p

    So this time around, with one exception that was me in a hurry, I’ve taken the time to resize everything to 512×512.

    And one more thing – don’t forget to keep your inventory organized! That one’s a lesson learned the hard way! Let it pile up in the objects folder one good time looking for “that one thing” ;-p

    Virtual Clover

    23 Feb 12 at 6:57 am

  5. You always have the best insight on these things. Thanks for sharing the information. I do most of my textures at 512×512 but some of them I am sure I could make smaller and not lose enough detail to be noticeable.

    On a side note: It always cracks me up (or at least makes me smile) to check the box on this blog that says “check here if you are human (or avatar) :)

    Linda Kellie

    23 Feb 12 at 7:28 am

  6. Blender workshops would be good, albeit intense. but simply showing someone how to move through the interface and build something simple will greatly alleviate anxiety

    my work in Blender required building, of course, but as important were precision camera paths (i did a lot of living in the IPO curves pane!

    hey Virtual Clover, so you are a member of the four eyes club too eh? i did the same exact thing and my Tortor tee is for sure a 1024! my avatar has a pretty high lag factor!

    great point on organizing, while i have been good about placing them on Flickr, i don’t have an categories for them yet and soon it will be a mess!

    Ener Hax

    23 Feb 12 at 7:50 am

  7. i am so sorry Linda that your comment got stuck in spam! thanks on the checkmark thing, that simple box has reduced spam on this blog from 100+ per day that get past Akismet to virtually zero

    Ener Hax

    23 Feb 12 at 9:39 am

  8. Did you know that you can open up OAR files just as if they were zips?

    Or maybe it is some other compression method.

    Anyways you can look at the contents to include the textures.

    Michael

    23 Feb 12 at 4:48 pm

  9. Michael,

    OARs are tar files so tar on unix should do the trick or 7zip on windows I think handles tar files.

    Tranquillity

    23 Feb 12 at 9:40 pm

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