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Why texture quality has no impact on performance?

Ya_Mi
Go to solution Solved by Mira Yurizaki,

Texture quality doesn't affect performance because a texture is simply a lookup table of what a color a pixel should be on an object in 3D space. It would be like if you you were looking at your TV and were asked to figure out the average color in a grid made up of 1cm by 1cm squares. This would take you the same amount of time if the TV were showing a 1080p image, a 4K image, or a 480p image. The only impact to performance texture quality has is by taking up all of the available VRAM, causing the GPU to swap data in and out if necessary, which can cause hiccups in performance

 

As for other options that affect performance or not:

  • Has a noticeable effect on performance
    • Screen resolution
    • Non-shader based anti-aliasing like MSAA or FSAA. Temporal anti-aiasing appears to have a small effect as well.
    • Viewing distance, if asked to draw very far out or detailed things far out
    • Options that can affect the number of objects on screen, like grass density.
    • Reflection quality, both in resolution and update speed, if using real-time reflections. If the reflections are mostly cube-map based, this has little impact.
  • Has little effect on performance (but they can still add up)
    • Model quality
    • Texture quality
    • Tessellation
    • Shader based anti-aliasing methods like FXAA or MLAA.
    • Anisotropic filtering
    • Soft shadows, to an extent. More advanced techniques may have more of an impact.
    • Depth of view
    • Ambient occlusion
    • Shadow quality

Why? and is there any settings that has no or little impact on performance like texture quality?

and i would like to know which setting that has big impact on performance whether is necessary or unnecessary.

 

Thank you.

Behold the power of Chuck Norris the forbidden one.

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Because it litterly just loads the texture off of the vram so if the card has a. If enough memory bus and vram it doesn't effect anything

 

shadows,lighting and tessalation related effect hit had

post as is less intensive than ssaa and msaa

 

then resolution is another biggie 

AMD (and proud) r7 1700 4ghz- 

also (1600) 

asus rog crosshairs vi hero x370-

MSI 980ti G6 1506mhz slix2 -

h110 pull - acer xb270hu 1440p -

 corsair 750D - corsair 16gb 2933

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On the extremely rare occasion that I have found a performance difference by using higher quality textures, it's been a very binary VRAM capacity issue. And normally that's not something that directly affects your moment-to-moment average framerate, but rather you may see sudden stuttering or hitching when entering new areas or just loading into a map.

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Texture quality doesn't affect performance because a texture is simply a lookup table of what a color a pixel should be on an object in 3D space. It would be like if you you were looking at your TV and were asked to figure out the average color in a grid made up of 1cm by 1cm squares. This would take you the same amount of time if the TV were showing a 1080p image, a 4K image, or a 480p image. The only impact to performance texture quality has is by taking up all of the available VRAM, causing the GPU to swap data in and out if necessary, which can cause hiccups in performance

 

As for other options that affect performance or not:

  • Has a noticeable effect on performance
    • Screen resolution
    • Non-shader based anti-aliasing like MSAA or FSAA. Temporal anti-aiasing appears to have a small effect as well.
    • Viewing distance, if asked to draw very far out or detailed things far out
    • Options that can affect the number of objects on screen, like grass density.
    • Reflection quality, both in resolution and update speed, if using real-time reflections. If the reflections are mostly cube-map based, this has little impact.
  • Has little effect on performance (but they can still add up)
    • Model quality
    • Texture quality
    • Tessellation
    • Shader based anti-aliasing methods like FXAA or MLAA.
    • Anisotropic filtering
    • Soft shadows, to an extent. More advanced techniques may have more of an impact.
    • Depth of view
    • Ambient occlusion
    • Shadow quality
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27 minutes ago, typographie said:

On the extremely rare occasion that I have found a performance difference by using higher quality textures, it's been a very binary VRAM capacity issue. And normally that's not something that directly affects your moment-to-moment average framerate, but rather you may see sudden stuttering or hitching when entering new areas or just loading into a map.

I agreed as i runs into a bit stuttering on GTA V but i am using a laptop HDD so maybe thats why cause it cant keep up with the request.

Behold the power of Chuck Norris the forbidden one.

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