![]() ![]() Another thing that would have to be taken into consideration is Preload(Async) loading the 100% resolution off the bat instead of 50% to ensure developers are able to load the full quality of super critical assets. For instance, if it’s not possible to download an image at 50% resolution and then resume that to load the remaining 50%, this may require the user to effectively download 150% resolution (the half + full resolution image). ![]() I’m not sure how possible this ideal is from a technological standpoint though. The optimal result of this is that when I join a game on a bad connection, whether it be a mobile data plan or just a bad home internet connection in general, instead of seeing indistinguishably grey characters and not being able to tell what half of the assets in the game are due to lack of textures, I’d be able to distinguish them in half the time when they’re loaded at 50% resolution, and then they’d load at 100% in the same time it takes them to now. ![]() We might do an initial pass and load all images at 50% resolution, and then after all images are downloaded, load the assets at 100% resolution. Applying the general concept of tessellation, we can use low-quality assets in place of the full-resolution images when the system can’t handle downloading all of the high-quality images at once. If it’s a critical asset, the developer likely preloads the image and keeps the user behind a loading screen while the critical assets load. If the image is non-critical, for instance a texture for a distant building mesh, it’s probably not preloaded and instead is rendered as grey or nonexistent until it downloads. The option in the CCC is basically a way to tone down the usage of tessellation in games which over use it, or use it more than your card can handle. That means tessellation has to be on in game for the CCC options to do anything. So how does this apply to images? While I haven’t seen any games that have performance issues due to images (though maybe it’s an issue on mobile – ROBLOX would have the statistics for that), images take time to download. Tessellation options in the CCC only effect existing Tessellation in game. Running on a beast of a computer? The game will use high-poly models that look much nicer. Running on an old machine or a lot of objects in the scene? The game can use a small amount of polygons to give a boost to performance. With geometry tessellation, the gist of it is the quality of geometry decreases or increases based on available resources. I’m not sure if “tessellation” is the right word to describe this as it relates mostly to polygons, but it’s a similar concept. ![]()
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