I believe the larger the SSD, the more channels to write to nand. fer example the 256 meg c300 gives you a sequential write of 255 mb/s compared to the 128 meg c300's sequential write of 140 mb/s <-- ouch
Love this challenge. Brings back memories from days of yore when bobo, DH, soul, MoP et al posted awesome 256 skins and shit... Ah good times. And yes, I was a lurker back then and I still am :p
Tor'ing? Frick'ing? He didn't invent it but he did make it popular with his minimalist approach to his Sci-Fi scene. He uses a lot of UV tricks but the entire scene uses 2 256*512 textures and makes good use of this technique.
Yeah chill out, I was just being realistic. With our engine at work, we commonly use 256/512 texture maps for entire cliff sections! As an individual piece it is good. I don't even know what I'm talking about now.
Just photoshop needs to be on the SSD. If you put photoshop on your ssd, unless it's 256 gigs you're prolly gunna fill it up (depending on how much you have on your drive), and setting it to be on a different disk has always given me issues.
Woo, it was that, great that it was easily solvable :) Crank dat shit up to 256 and give us another cozy render asap :D Loving this thread and sharing it, would love to get a rundown on how you baked that red machine by the way, if you have time :)
Here are the sample videos I mentioned. They've been reduced to 256 colors to keep the file sizes down, but the actual dvd videos are full 16 bit color. Carbon Fiber - 75 megs Spirit/Ghost - 28 megs Wireframe - 7 megs
First guess is your shader is using 8-bit values for each vertex colour channel and then that 8-bit value is being used in the shader creating only 256 levels of height. If it's something like that, you would need to convert your 8-bit to 16-bit and do some kind of smoothing/lerp/whatever between values.
I noticed that your lightmap resolution for the "block in" meshes is 256. Isnt that a little high, especially for something thats usually hidden by a ton of other meshes? I understand that its a pretty complex mesh but that seems a bit extreme. But then again, i dont have too much experience with UDK so I may be way off…