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Refactor and improve player map (F11) #3823
Refactor and improve player map (F11) #3823
Conversation
What do you think about 4k or 8k instead of 2k? |
4k has good level of detail, 8k is awesome but imo it has too many pixels. Idk how most hardware would handle a higher image resolution (it's more intensive to render). |
4k would be sufficient for now, though more feedback would be nice. |
Let's not exaggerate, an 8k map, while the entire game uses textures at most 512 or 1024, sounds absurd. 4k will be more than sufficient. It's not something people will stare at and admire, like 'wow, what an amazing map!' because everyone knows it by heart. They'll click on it in a few seconds, and no one will pay attention to its quality |
do you suggest 2k or 4k? |
Imo, 4k is the maximum size we should consider |
2k is the safe maximum. #1051 |
@Patrick2562, can we license your work under GPL3? |
What would also be cool is if the map would adapt to the time of day, so when it's dark the night map is displayed. But I think just like the chat is planned to be outsourced to a resource, the map should also be outsourced to a resource where you have settings. |
This can only be considered for merge if all the feedback from PR #1051 is implemented, so please carefully read the comments there (from team members: ccw, me, and qaisjp at the time). In short:
Also, even before rendering the image (user pressing F11) it will cause a passive extra load on (V)RAM, just because it gets loaded. |
Yes, of course |
Right now this PR includes a 2048 x 2048 image, which abides by those ideas afaik |
Should we switch to png? |
png would weight more but it would also improve the quality of the image |
I'll edit |
Adding a border/shadow to the text would be enough i think. Also that image looks... different with such scaling. It would need to be scaled down to fit on the screen/stretch it out (maybe not) |
I zoomed in to take a screenshot xD The size looks the same IG |
Do you request an option in the MTA settings menu? @Dutchman101 |
It's only weigh in size, in fact png is a more optimized format by its library (less of a performance hit in rendering, for equal resolution & texture, regardless of file size) and is more well-maintained over libjpeg, which is basically ancient and not modern. So it should be PNG for this PR.
Yes, i think that since this doubles the texture res, it should be opt-in like described earlier.. it'll generate a performance hit regardless of being low enough to avoid those Intel GPU limits. Either in the video settings or advanced settings tab. In this PR, you can also exchange the standard texture (1024 x 1024) to your new texture, but just in a 50% upscale way to make it also 1024 x 1024, to keep visual parity. So, if you follow all requests, simply put: you'd end up pushing 2 PNG's, one of 1024 and one of 2048 (getting rid of the current jpg one in the process). |
All right. Do you have a suggestion for the best way to convert both the current and new jpg images to png? @Dutchman101 |
…blue into radar-jpg-update
@TheNormalnij we still have the issue of addressing CreateTexture failure which can happen for:
After all these years, I couldn't find a report of someone complaining textures failed to create. Still, what solution do you propose? |
This reverts commit 7e9f0d6.
i made the code handle texture creation in these cases. This PR is ready. |
I agree, given how many code reviews you passed, and you've incorporated all feedback as well. |
This PR:
Closes #2904