TGA or PNG or what???
DigiChain
Member, PRO Posts: 1,288
I've not been checking in for a while - so TGA support is a new addition since I last looked...
Ok, so which image format should we now be using?
TGA loads much faster - but is also a much, much larger file size.
I'd love faster load times - but my games will be huge! Am I missing something?
What are others doing right now?
Ok, so which image format should we now be using?
TGA loads much faster - but is also a much, much larger file size.
I'd love faster load times - but my games will be huge! Am I missing something?
What are others doing right now?
Comments
So have you tested / experienced this reduction in file size when submitting to Apple?
What about when submitting to Google, Amazon etc?
Is there any official GS statement on best practices for this?
Here's a test comparison with a local TGA on my machine:
World2.tga size is 1,048,620
World2.png size is 62,039
World2.zip size is 68,256
So, they're really close.
So in other words - yes use TGAs!
Cheers
Maybe you used an uncompressed png file in your example (I compress all png files I use).
Some examples below.
Test1:
png (87 KB) - 32 bit file with alpha channel/transparency (compressed file)
tga (652 KB) - 32 bit file with alpha channel/transparency (uncompressed file)
tga.zip (146 KB) - compressed using 7zip (using standard zip format) with compression level "ultra"
Test2:
png (303 KB) - 32 bit file with alpha channel/transparency (compressed file)
tga (652 KB) - 32 bit file with alpha channel/transparency (uncompressed file)
tga.zip (403 KB) - compressed using 7zip (using standard zip format) with compression level "ultra"
Test3:
png (3043 KB) - 24 bit file, no alpha channel (compressed file)
tga (9217 KB) - 24 bit file, no alpha channel (uncompressed file)
tga.zip (5492 KB) - compressed using 7zip (using standard zip format) with compression level "ultra"
On the other hand, if the xcode compression IS actually used (thus nullifying our own compressed files) then that would render @FryingBaconStudios guide on image optimization (and all the forum threads about it prior to his video) useless/pointless.
In regards to your last question I'm quoting imageoptim.com/xcode
"xcode's built-in (de)optimization
Xcode for iOS by default converts all PNG images to a non-standard iOS-specific PNG derivative. This format saves iOS devices a trivial conversion step during loading, because it uses premultiplied BGRA instead of RGBA color space. It doesn't affect rendering speed at all."
I've always optimized my PNGs which have given huge file size savings, and in turn this has kept my delivery package sizes at reasonable/low sizes.
I've just rendered out a few images for a new project - now working at the 'new' 2048x1536 ipad size and the TGA file sizes are pretty damn large!
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