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Direcly loading pngs to save game size?

@CakeEaterGames wrote:

My current project is roughly 500mb in size and that is because of png files and how they are converted into xnb. Xnb's take a lot of space but pngs are 100 times smaller.
What I want to do is:
1) Convert all pngs in to 2048x2048 sprite sheets. Because there are won't be a lot of images it would minimize the amount of file streams.
2) Write a personal mini Content class for loading pngs instead of xnbs using Texture2D.fromStream()

I am most likely going to publish the game only on Windows (possibly Linux). So I am okay if it will harm cross platforming.
Compressed xnb doesn't work for me because they still take a lot of space.

What I am asking is how will it effect the performance? How will it effect the RAM usage? What should I expect?

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