Texture Optimization Tips:
RGB maps (diffuse, normal, etc.) use x2 more memory than single-channel maps (metallic, roughness, opacity).
Prioritize optimizing these first.
All texture cooker files should be PNG format with the correct mode selected in photoshop (grayscale textures are saved as grayscale PNGs, RGB textures are saved as RGB PNGs), with filenames that are followed by a suffix before the file extension, either .color or .data. This tells the cooker and GPU what sort of texture the file is.
The game will convert to .dds for you (for mods please ship the mod with .dds so the players computer doesn’t need to convert)
The full filename using this format would be something like vehiclename_gauges_b.color.png
.color is for 8-bit RGB format textures (such as base color or emissive maps).data is for 8-bit greyscale textures (such as metallic or AO maps).normal is for normal maps specifically - these should also be set to 8-bit RGBBelow are the maps in-game and the ram usage:
| Size | Resolution | File Path |
|---|---|---|
| 21 MB | 4096x4096x0 | nine_main_b.color.dds |
| 5.3 MB | 2048x2048x0 | nine_gauges_b.color.dds |
| 1.3 MB | 1024x1024x0 | autobello_interior_b_b.color.dds |
| 341 KB | 512x512x0 | sealedbeam_b.color.dds |
| Size | Resolution | File |
|---|---|---|
| 11 MB | 4096x4096x0 | nine_main_r.data.dds |
| 2.7 MB | 2048x2048x0 | nine_main_ao.data.dds |
| 683 KB | 1024x1024x0 | DumpTruck_glass_dmg_r.data.dds |
| 171 KB | 512x512x0 | nine_badges_m.data.dds |
(almost no data size)
This means that we don’t need to and should not ever be using purely one color textures in any scenario, and this would serve purely to waste memory.
The color value directly correlates to what the value of that color on the texture would be, with colors using RGB values as an input while metallic maps are on a 0 to 1 scale (0 being black, 1 being white).
(red base color done via values with no texture)
(low roughness value set via value with no texture)Was this article helpful?