View Single Post
davidp
Senior Member
Lone Wolf Staff
 
Join Date: Jun 2011
Posts: 1,090

Old March 18th, 2016, 06:26 AM
Quote:
Originally Posted by tomponzi View Post
I know close to nothing about image files, but am I correct in assuming that when Dunkin suggests changing the resolution this would not impact the pixel limit?
This is correct. Basically, when the image is used in Realm Works in memory, it has to expand out to an uncompressed bitmap for display and for applying what has been revealed. When it is uncompressed, the memory footprint will be on the order of 4 bytes per pixel. So if you have an image that is 4096 x 4096 pixels, it uses up 64 MB of memory just for the image data. But then when you have the reveal mask applied on that, a new image is needed with that in place that is another 64 MB. And, as you may notice, player view doesn't immediately update as you make changes, until you press save. This is accomplished by having another copy of the image for player view. So for one image shown in player view and being edited in a tab, you would be using 3 x 64 MB to store the data. If you have several images like this, memory usage adds up quickly.

For image format, a lot depends on what kind of image. For many maps, they won't have a lot of colors and so PNG file format can often be smaller than JPG, unless you lower the quality a lot on the JPG. And an advantage of PNG is that it doesn't throw out image data like JPG does. What you may find useful when considering file format is to save in several different formats and see what works best for your needs. Using a program such as Paint.NET (which is free), you can convert to other formats easily.
davidp is offline   #9 Reply With Quote