[ADDED] WEBP file format for maps
Posted: Sun Dec 01, 2019 7:38 am
Hi.
The game seems to struggle loading maps (layers), those can be huge and performance can be affected by the files size of images. This slowness can disappoint some players or ruin their game experience (to some extent).
Related posts:
https://www.matrixgames.com/forums/tm.asp?m=4719076
https://www.matrixgames.com/forums/tm.a ... ing�
https://www.matrixgames.com/forums/tm.asp?m=4721521
https://steamcommunity.com/app/1076160/ ... 321085554/
https://steamcommunity.com/app/1076160/ ... 308732310/
https://steamcommunity.com/app/1076160/ ... 640082450/
...
Hence this suggestion:
Could the game support .webp images files for maps?
WEBP Info:
https://developers.google.com/speed/webp
API:
https://developers.google.com/speed/webp/docs/api
PNG to WebP - Comparing Compression Sizes:
https://www.keycdn.com/support/png-to-webp
WebP encoding tool GUI:
https://github.com/samuelcarreira/webPGUI
WebP file format plug-in for Photoshop (but you can open .webp files natively with krita):
https://github.com/webmproject/WebPShop
Wrapper for libwebp in C#:
https://github.com/JosePineiro/WebP-wrapper
Thanks to this webPGUI tool, I have been able to convert all the BMWGv2 .png images to .webp (default compression settings).
Total size of the original BMWGv2 folder (png+dds): 2.29 Gb
Total size of the same folder but with converted png images (webp+dds): 630 Mb
Screenshot:
https://imgur.com/a/y53y3V6
If you compare file sizes, you will notice that if the majority of tiles have been correctly ported to .webp (with a smaller .webp file size than the .png), there are a few rare exceptions:
Those in the \BMNGv2\3\0064\ folder for example (these images are plain white btw).
0064_0000.png: 349 bytes
0064_0000.webp: 514 bytes
(I sent the BMNGv2 map package (only .webp files) to developers on Discord).
https://drive.google.com/open?id=1iChq1 ... coMrPHxyCj (password: CMO)
There is a slight difference between the png and webp, but IMO, the quality is really good, enough for enjoying the game, and as a bonus, with a total decreased files size.
I don't know if CMO developers will want to use this file format but maybe the C# libwebp wrapper can help them support this kind of images? (I've been told that they use .NET for the game).
IMO, it would worth taking a look at it, it could really reduce the bandwidth needed to transfer these assets (maps, textures) and maybe help display map layers faster ingame ?
The game seems to struggle loading maps (layers), those can be huge and performance can be affected by the files size of images. This slowness can disappoint some players or ruin their game experience (to some extent).
Related posts:
https://www.matrixgames.com/forums/tm.asp?m=4719076
https://www.matrixgames.com/forums/tm.a ... ing�
https://www.matrixgames.com/forums/tm.asp?m=4721521
https://steamcommunity.com/app/1076160/ ... 321085554/
https://steamcommunity.com/app/1076160/ ... 308732310/
https://steamcommunity.com/app/1076160/ ... 640082450/
...
Hence this suggestion:
Could the game support .webp images files for maps?
WEBP Info:
https://developers.google.com/speed/webp
API:
https://developers.google.com/speed/webp/docs/api
PNG to WebP - Comparing Compression Sizes:
https://www.keycdn.com/support/png-to-webp
WebP encoding tool GUI:
https://github.com/samuelcarreira/webPGUI
WebP file format plug-in for Photoshop (but you can open .webp files natively with krita):
https://github.com/webmproject/WebPShop
Wrapper for libwebp in C#:
https://github.com/JosePineiro/WebP-wrapper
Thanks to this webPGUI tool, I have been able to convert all the BMWGv2 .png images to .webp (default compression settings).
Total size of the original BMWGv2 folder (png+dds): 2.29 Gb
Total size of the same folder but with converted png images (webp+dds): 630 Mb
Screenshot:
https://imgur.com/a/y53y3V6
If you compare file sizes, you will notice that if the majority of tiles have been correctly ported to .webp (with a smaller .webp file size than the .png), there are a few rare exceptions:
Those in the \BMNGv2\3\0064\ folder for example (these images are plain white btw).
0064_0000.png: 349 bytes
0064_0000.webp: 514 bytes
(I sent the BMNGv2 map package (only .webp files) to developers on Discord).
https://drive.google.com/open?id=1iChq1 ... coMrPHxyCj (password: CMO)
There is a slight difference between the png and webp, but IMO, the quality is really good, enough for enjoying the game, and as a bonus, with a total decreased files size.
I don't know if CMO developers will want to use this file format but maybe the C# libwebp wrapper can help them support this kind of images? (I've been told that they use .NET for the game).
IMO, it would worth taking a look at it, it could really reduce the bandwidth needed to transfer these assets (maps, textures) and maybe help display map layers faster ingame ?




