Texture Compression in Advanced Render settings

PetraPetra Posts: 1,156
edited January 2021 in Daz Studio Discussion

I have mine at default.

To set those higher, would that result in better render quality for textures?

Texture Compression.JPG
678 x 387 - 33K
Post edited by Petra on

Comments

  • onixonix Posts: 282

    I wonder if anyone knows what this compression thing does

    On one forum I found an idea that it resamples textures depending on the camera distance

    But I doubt that it will improve quality if you disable compression it is not like it can be noticed anyway

  • PetraPetra Posts: 1,156

    Thank you for the quick reply, onix :)

  • AnimAnim Posts: 241

    Medium Threshold:

    Every texture image with a resolution lower than what is set there gets no compression.

    Medium Threshold to High Threashold:

    Every texture image with a resolution between medium and high gets medium compression

    Every texture image with a resolution above High Threshold gets max compression.

    This is a functionality to reduce GPU vram usage. As long as there are textures falling into the thresholds they will be compressed to use less vram. E.g. if you set min. and max. to 8200 then only textures above that resolution will get compression. Because most textures are not "bigger" than 8192 pixels that means you more or less get no compression at all. In my tests I noticed better quality of hair textures with no compression - but the difference is not that big. On the other hand, without compression the vram consumption increases significantly and in heavy scenes causes the render to either fail or fallback to CPU:

  • onixonix Posts: 282

    Anim said:

    Medium Threshold:

    Every texture image with a resolution lower than what is set there gets no compression.

    Medium Threshold to High Threashold:

    Every texture image with a resolution between medium and high gets medium compression

    Every texture image with a resolution above High Threshold gets max compression.

    This is a functionality to reduce GPU vram usage. As long as there are textures falling into the thresholds they will be compressed to use less vram. E.g. if you set min. and max. to 8200 then only textures above that resolution will get compression. Because most textures are not "bigger" than 8192 pixels that means you more or less get no compression at all. In my tests I noticed better quality of hair textures with no compression - but the difference is not that big. On the other hand, without compression the vram consumption increases significantly and in heavy scenes causes the render to either fail or fallback to CPU:

     

    This is self-evident but what triggers that compression anyway?  

     

  • onix said:

    Anim said:

    Medium Threshold:

    Every texture image with a resolution lower than what is set there gets no compression.

    Medium Threshold to High Threshold:

    Every texture image with a resolution between medium and high gets medium compression

    Every texture image with a resolution above High Threshold gets max compression.

    This is a functionality to reduce GPU vram usage. As long as there are textures falling into the thresholds they will be compressed to use less vram. E.g. if you set min. and max. to 8200 then only textures above that resolution will get compression. Because most textures are not "bigger" than 8192 pixels that means you more or less get no compression at all. In my tests I noticed better quality of hair textures with no compression - but the difference is not that big. On the other hand, without compression the vram consumption increases significantly and in heavy scenes causes the render to either fail or fallback to CPU:

     

    This is self-evident but what triggers that compression anyway? 

    The image size, that's what the threshold values are for.

  • marblemarble Posts: 7,500

    Richard Haseltine said:

    onix said:

    Anim said:

    Medium Threshold:

    Every texture image with a resolution lower than what is set there gets no compression.

    Medium Threshold to High Threshold:

    Every texture image with a resolution between medium and high gets medium compression

    Every texture image with a resolution above High Threshold gets max compression.

    This is a functionality to reduce GPU vram usage. As long as there are textures falling into the thresholds they will be compressed to use less vram. E.g. if you set min. and max. to 8200 then only textures above that resolution will get compression. Because most textures are not "bigger" than 8192 pixels that means you more or less get no compression at all. In my tests I noticed better quality of hair textures with no compression - but the difference is not that big. On the other hand, without compression the vram consumption increases significantly and in heavy scenes causes the render to either fail or fallback to CPU:

     

    This is self-evident but what triggers that compression anyway? 

    The image size, that's what the threshold values are for.

    The image size or the texture resolution? 

  • marble said:

    Richard Haseltine said:

    onix said:

    Anim said:

    Medium Threshold:

    Every texture image with a resolution lower than what is set there gets no compression.

    Medium Threshold to High Threshold:

    Every texture image with a resolution between medium and high gets medium compression

    Every texture image with a resolution above High Threshold gets max compression.

    This is a functionality to reduce GPU vram usage. As long as there are textures falling into the thresholds they will be compressed to use less vram. E.g. if you set min. and max. to 8200 then only textures above that resolution will get compression. Because most textures are not "bigger" than 8192 pixels that means you more or less get no compression at all. In my tests I noticed better quality of hair textures with no compression - but the difference is not that big. On the other hand, without compression the vram consumption increases significantly and in heavy scenes causes the render to either fail or fallback to CPU:

     

    This is self-evident but what triggers that compression anyway? 

    The image size, that's what the threshold values are for.

    The image size or the texture resolution? 

    How are those different?

  • marblemarble Posts: 7,500
    edited January 2021

    Richard Haseltine said:

    marble said:

    Richard Haseltine said:

    onix said:

    Anim said:

    Medium Threshold:

    Every texture image with a resolution lower than what is set there gets no compression.

    Medium Threshold to High Threshold:

    Every texture image with a resolution between medium and high gets medium compression

    Every texture image with a resolution above High Threshold gets max compression.

    This is a functionality to reduce GPU vram usage. As long as there are textures falling into the thresholds they will be compressed to use less vram. E.g. if you set min. and max. to 8200 then only textures above that resolution will get compression. Because most textures are not "bigger" than 8192 pixels that means you more or less get no compression at all. In my tests I noticed better quality of hair textures with no compression - but the difference is not that big. On the other hand, without compression the vram consumption increases significantly and in heavy scenes causes the render to either fail or fallback to CPU:

     

    This is self-evident but what triggers that compression anyway? 

    The image size, that's what the threshold values are for.

    The image size or the texture resolution? 

    How are those different?

    For me, the image size is what I set it to in the render settings ...

    size.jpg
    688 x 255 - 41K
    Post edited by marble on
  • OK, I mean the size of the texture image, not the final render image. It's the maps passed to the renderer, those which are above a threshold get that compression type before being passed over.

  • marblemarble Posts: 7,500

    Richard Haseltine said:

    OK, I mean the size of the texture image, not the final render image. It's the maps passed to the renderer, those which are above a threshold get that compression type before being passed over.

    Yep, I thought so but just wanted to make sure that the final image size had no bearing on what's being discussed here. 

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