I got a bit skeptical first about this looking at those shots of what might happen, but thought I'd give it a spin.
Everything worked all fine to me, ran as admin just to make sure it would do it's stuff without any problems.
All I can say is how did this simple piece of software shorten my loading times by 5 seconds. (No excel tables or anything to prove this, but track loading is now instant compared to it waiting for a few large-ish textures to load for 10+ seconds)
Thanks man, I'll save that incase I am going to change textures later. Awesome work.
vitaly_m, nikopdr and Jussi-Pekka confirmed that their problems dissapeared when using this version. I'd like to hear from Ebbu94 as well.
I guess you have no idea whats this thread about
In most cases SSD wont help you at all to load textures faster. The reason for that is, CPU is bottlenecked while loading track rather than HDD. By using this program you remove that need for CPU time...
To be honest I have no idea
It now uses box sampling, managed pool, mixed vertex processing, no multithreading and D3DXSaveTextureToFile now write to temporary file before overwriting in case it fails... We can test changes one by one if you'd like.
Lets just hope this version will work for everyone with no issues.
Somehow it runs faster than previously (7 seconds now vs 13 before).
My guess is that it could fail to work in threads, like if it was using some common buffer, I donnow. Does it use GPU in any way? Maybe GPU driver failed for me, it is AMD and it sucks in drivers side
Thanks, going from 15 seconds to less than one second to load Fern Bay with 4096px Revolution pack ! Thanks
This should be integrated in LFS and launched on start when textures changed.
Exactly my thoughts, LFS could easily detect formats while loading track and in case its wrong simply save in right format. Textures are already converted to right format in memory so that wouldn't noticeably extend loading first time...
This is amazing, increased my loading times from over 10 seconds, sometimes over 20 seconds down to under 5, Like said above, this should of been implemented into LFS.
I have removed links as they are no longer needed.
In fact I'd like to mention that some formats were changed in 0.6F7, so my program will not produce optimal textures for 0.6F7 and after.
In particular, the ones named ATEST are now using DXT3 instead of DXT1.