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Discussion in 'UO Developer Feed' started by UODevTracker, Jul 18, 2009.
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Texture usage plays a heavy role in the stability of any game. In UO, our actual poly count is relatively low, but UO is a texture heavy game (2D games generally are - much less ones that have been around as long as UO). Just because you're not having to draw gozillions of polys doesn't mean you're not pegging the capabilities of a video card by cramming texture data down it's throat. Art was able to contribute to SA's stability by optimizing our texture usage. It was a huge undertaking and despite the trade-offs, was a step in the right direction IMO.
LOL, yea, sorry - I've been crazy busy!
The reason the legacy art is pixelated is simply because they couldn't use aliasing and maintain a decent border around the animations when the background was chroma keyed out. There is no plans to attempt to "fix" this at this time, and honestly, I wouldn't want to - but that's just me.