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Though I also have 62 model textures and most of them are 256x256.
I believe there is your answer....it's the models.....most if not all should be 64x64......in rare cases, use a few 256x256 raws, but be frugal....
The following is text from ZOON, as he was recruiting people to make track models...I corrected a few translation errors:
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Ho, something important :
I was viewing at the TRAXX statistics of ZK2 and the textures folders, the original models and textures are using a lot of 256x256 RAW files. The used space of one 256x256 texture is the same than the space of 16 textures of 64x64 size....
I think this is another important part on this kind of track, we need to optimise the (texture) files to prevent FPS problems about the 3D Card (performance), even if (today's) actual hardware is more powerfull than old generation 3D cards.
For example, the spoon of ZK1 was using a 256x256 texture ....there was no reason for using a big one like this, since there's only a grey color inside ... without blending ... I changed it to a 64x64 raw. This action has open a space of 15 textures for the same used (memory) space!)
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It's me again.
SInce one 256x256 file uses as much memory as sixteen 64x64 raws, you want to avoid the larger textures for all but the most extreme cases, ....
An example of an exception would be the couch model I made for Zoon's track...the trucks will be driving ON it, rather than near it, so my first attempt with a 64x64 pixel texture looked bad close-up...I had to remake it with a 256x256 raw, but the other models in the same area of the track will still use the smaller size RAWs....so the game should run OK even with the couch model. Even using seven or eight 64x64 pixel raws is better than one 256x256 raw...
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THE SAME RULE applies to trucks....nearly all of my scrapyard truckparts use 64x64 textures to keep the truck's total POD size down....the exception was with my body and engine models, since they need large RAWs to look realistic, as they do in EVO.