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- Hungary
No problem - happy to help!Not a name I was aware of, thanks
No problem - happy to help!Not a name I was aware of, thanks
Co-sign, it's one of my biggest pet peeves. 8K skins, even on a 90 class GPU, is totally unnecessary and an explosion in file size for materially zero visual improvement in Photo/CM Showroom mode and a pure degradation when racing due to lower frames/LOD management. All for detail you couldn't even notice if you paused the game, hit F7 for free cam and zoomed right up to another car.Don't usually do things like this, but I just spent the better part of the last two days wasting my time re-sizing and re-saving car skins and i'm a bit frustrated.
Do car skin makers understand the concept of files sizes and GPU memory?
I noticed in MSI Afterburner that I was pushing past my 8gb of GPU memory and thought it was something I did when modding a track. Turns out it was the car skins and I wasn't even using that big of a field. Only about 25-30 cars. I started to look through the skins folders and noticed some really huge file sizes for the textures used in most of the skins. Some of it was due to larger than needed texture resolutions for silly things like chasis AO's, tyre blur textures, NM files, etc. Most of it was due to choosing the wrong dds format when saving. There were files saved in a dds format that made the file size 4 times bigger than it should be. Thankfully after a massive amount of time spent, i'm back down to 5-6gb of GPU memory for a field of 30-32 cars.
OK, rant over.....![]()
[edit] Clearly they don't actually race the cars they skin. [edit]
Likewise, I almost always resize car mod skins.Don't usually do things like this, but I just spent the better part of the last two days wasting my time re-sizing and re-saving car skins and i'm a bit frustrated.
Do car skin makers understand the concept of files sizes and GPU memory?
I noticed in MSI Afterburner that I was pushing past my 8gb of GPU memory and thought it was something I did when modding a track. Turns out it was the car skins and I wasn't even using that big of a field. Only about 25-30 cars. I started to look through the skins folders and noticed some really huge file sizes for the textures used in most of the skins. Some of it was due to larger than needed texture resolutions for silly things like chasis AO's, tyre blur textures, NM files, etc. Most of it was due to choosing the wrong dds format when saving. There were files saved in a dds format that made the file size 4 times bigger than it should be. Thankfully after a massive amount of time spent, i'm back down to 5-6gb of GPU memory for a field of 30-32 cars.
OK, rant over.....![]()
The reason hasn't been clearly articulated by RSS, but here's the TL;DR I was able to piece together, cos I was also interested. The trend is spreading btw, the HSS Matra launched in early access with PNG skins.With regards to car skins, does anyone know why RSS used a lot of png files instead of dds files for their skin textures on the rss_gtm_furiano_96_v6?
Waaaaayyyy back in the day (yes I'm old), DDS was introduced because it was faster for the game engines to read than other formats, although I don't recall PNG being a common format back then, it was more JPG and BMP in particular. ACC works on PNGs if I recall, although it does have transparency because you create 3 seperate images which combine together on the car if I recall?The reason hasn't been clearly articulated by RSS, but here's the TL;DR I was able to piece together, cos I was also interested. The trend is spreading btw, the HSS Matra launched in early access with PNG skins.
Pro: PNG's can be much smaller, simpler to work with, and in some cases avoid artifacting (like striation). Also, as textures get ever bigger, Photoshop (the fat Adobe crumbling tower) and whichever 3rd-party extension is chosen to make it work with DDS, on the vast majority of painter PCs, is being pushed to the edge, esp in large DDS saves.
Con: PNG doesn't support alpha channel (which is apparently responsible/capable of effects like chrome, matte and the second coming, and while I do understand the mask, I have yet to find someone who can explain that clearly, without marketing-speak), so transparency needs to be incorporated directly into the image.
Sidebar.Here's a interesting trick. Create a PNG, and then just edit the extension to DDS.
AC will convert that to an uncompressed DDS, on the fly, and use it (ymmv)![]()
Hi, I really like your work but isn't this R8 Ultra already made by KS on the base game? I personnally don't see the point of making another one knowing we also have CF's extension for it that gives us almost every single wing configuration etc...Release :next weekend
+ Audi R8 LMS Ultra (Racerroom)
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Audi A4 STW
2023 Naniwa Denso Team Impul #20
Skin for mod FSR 2023_nissan_z_gt4 --
there are problems i couldn't paint the side parts on the spoiler and make the front banner
https://mega.nz/file/P0dFED5Y#Gxu41OY4-b8toQLTZt3pwj7fD1YhQTRbktC0oUvqCtI
View attachment 1441882
Looking forward to them! What's the progress on those VGT's?Release :next weekend
BMW 320i STW
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+ Audi R8 LMS Ultra (Racerroom)
View attachment 1441870
View attachment 1441867View attachment 1441868
Audi A4 STW
View attachment 1441865View attachment 1441866
Don't usually do things like this, but I just spent the better part of the last two days wasting my time re-sizing and re-saving car skins and i'm a bit frustrated.
Do car skin makers understand the concept of files sizes and GPU memory?
I noticed in MSI Afterburner that I was pushing past my 8gb of GPU memory and thought it was something I did when modding a track. Turns out it was the car skins and I wasn't even using that big of a field. Only about 25-30 cars. I started to look through the skins folders and noticed some really huge file sizes for the textures used in most of the skins. Some of it was due to larger than needed texture resolutions for silly things like chasis AO's, tyre blur textures, NM files, etc. Most of it was due to choosing the wrong dds format when saving. There were files saved in a dds format that made the file size 4 times bigger than it should be. Thankfully after a massive amount of time spent, i'm back down to 5-6gb of GPU memory for a field of 30-32 cars.
OK, rant over.....![]()
and also sometimes there are multiple versions of a car number, eg 3 skins with number 1 , 3 with number 2 , etc.Co-sign, it's one of my biggest pet peeves. 8K skins, even on a 90 class GPU, is totally unnecessary and an explosion in file size for materially zero visual improvement in Photo/CM Showroom mode and a pure degradation when racing due to lower frames/LOD management. All for detail you couldn't even notice if you paused the game, hit F7 for free cam and zoomed right up to another car.
Some of these skins are hundreds of megabytes on their own (!) - and even worse, some of them fold in zipped source files for 8K interiors - which means there are technically duplicate files in each download! I've seen one skin for one of the VRC protos eclipse 500 megabytes. One skin.
Obviously Compactor helps, but it's a widespread problem - and there are some truly heinous skinners on RD guilty of this. Clearly they don't actually race the cars they skin.
I've strangely found "3K" to be my favorite mix of file size and quality - but even on an LG OLED, 2K skins when racing are perfectly fine. If I ever start skinning, I'll likely offer multiple choices between 1K and 4K.
@echo offsetlocal enabledelayedexpansionecho Starting the processing of folders...for /d %%F in (*) do ( echo processing folder %%F mogrify -format dds -define dds:mipmaps=0 -define dds:compression=dtx5 "%%F\*.dds")echo Done processing all folders.pauseWhat are the differences with the current version of the BMW 320i STW and Audi A4 STW that are available from PM3DMRelease :next weekend
BMW 320i STW
View attachment 1441871
View attachment 1441872
+ Audi R8 LMS Ultra (Racerroom)
View attachment 1441870
View attachment 1441867View attachment 1441868
Audi A4 STW
View attachment 1441865View attachment 1441866
What are the differences with the current version of the BMW 320i STW and Audi A4 STW that are available from PM3DM
BMW 320i STW BTCC
The car and skins aren't made by me. All credits to the original creators of the car and skins. This is an updated version of the PM3DM car with a new interior (made by FSR?). Some time ago I've updated this version for me. I added all skins...www.gtplanet.net
Don't usually do things like this, but I just spent the better part of the last two days wasting my time re-sizing and re-saving car skins and i'm a bit frustrated.
Do car skin makers understand the concept of files sizes and GPU memory?
I noticed in MSI Afterburner that I was pushing past my 8gb of GPU memory and thought it was something I did when modding a track. Turns out it was the car skins and I wasn't even using that big of a field. Only about 25-30 cars. I started to look through the skins folders and noticed some really huge file sizes for the textures used in most of the skins. Some of it was due to larger than needed texture resolutions for silly things like chasis AO's, tyre blur textures, NM files, etc. Most of it was due to choosing the wrong dds format when saving. There were files saved in a dds format that made the file size 4 times bigger than it should be. Thankfully after a massive amount of time spent, i'm back down to 5-6gb of GPU memory for a field of 30-32 cars.
OK, rant over.....![]()
Hi everyone! Can anyone help me with this problem? After updating to the latest version of PURE (2.57), the game looks like this and Pure Config doesn't work. I've already tried reinstalling everything, but that didn't fix anything. I've also tried deleting the weather_fx.ini files, but that didn't work either. Also, when I select Pure Gamma in Weather FX and enter a race, when I exit, the Pure Gamma option automatically changes to Pure LCS. Finally, the FPS drops drastically, never going above 13 or 15.
In that particular example you probably find its different skins for each series, so Le Mans, WEC and then IMSA, all that changes is the number plate banner.and also sometimes there are multiple versions of a car number, eg 3 skins with number 1 , 3 with number 2 , etc.
If I do a quickrace , I don't want to have multiple opponents with the same number...
An example is the ts_peugeot908_hdi_alms_lms , with a whopping 1.6GB skins folder ,
I kept 1 of each and got the skin folder down to 400 MB that way.
Still able to enjoy the mod... even more so now!
And I don't blame the modder / creator for sharing all the skins btw, just saying that's another way to save you some space
Running this in the skins folder will go through each skin folder and do dtx5 compression and remove mipmaps.
EDIT:
This saves diskspace , not gpu ram though... so actually all this is not really relevant to your posts.![]()
Massive immersion-breaker when this happens. So annoying.Doesn't removing the mipmaps cause the skins to go white or black when seen in the distance?
Hi,No one can help with this? I have already tried everything without positive results.
unsure if the following helps... need to make an 'activation' choice. I chose the last option and all is OK.No one can help with this please? I have already tried everything without positive results.
it was clearly articulated on their discord. There are no compression artifacts so you get better quality.The reason hasn't been clearly articulated by RSS, but here's the TL;DR I was able to piece together, cos I was also interested. The trend is spreading btw, the HSS Matra launched in early access with PNG skins.
Pro: PNG's can be much smaller, simpler to work with, and in some cases avoid artifacting (like striation). Also, as textures get ever bigger, Photoshop (the fat Adobe crumbling tower) and whichever 3rd-party extension is chosen to make it work with DDS, on the vast majority of painter PCs, is being pushed to the edge, esp in large DDS saves.
Con: PNG doesn't support alpha channel (which is apparently responsible/capable of effects like chrome, matte and the second coming, and while I do understand the mask, I have yet to find someone who can explain that clearly, without marketing-speak), so transparency needs to be incorporated directly into the image.
Sidebar.Here's a interesting trick. Create a PNG, and then just edit the extension to DDS.
AC will convert that to an uncompressed DDS, on the fly, and use it (ymmv)![]()
That'd be the Discord I'm unable to join 🤣it was clearly articulated on their discord. There are no compression artifacts so you get better quality.
Sorry but "finished" isn't the proper word to use.They are finished unlike PM3DM