Why DDS?

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Why DDS?

Post Dec 3rd '15, 23:27

I've always wondered if Bungie began on Apple Mac why did they choose the Microsoft .DDS format for Aleph One? I understand it had certain advantages over Jpeg, but aren't there better formats?
PowerMac G5 Dual 2.0GHz 2003 (Model: 7,2)
Mac OS X 10.5.8 (Leopard)
7GB RAM (OWC PC-3200U-30330 DDR SDRAM 400MHz)
ATi Radeon X800 XT (GPU overclocked to 500MHz, VRAM to 550MHz)
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3371-Alpha
Veldin Orbit

Post Dec 4th '15, 00:54

Bungie didn't choose DDS, the Aleph One developers did. Also, Aleph One supports a lot of different image formats, including JPEG, and PNG, and so on.
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Pfhorrest
California

Post Dec 4th '15, 01:36

Ok. I was just wondering because I read DDS is optimised for Direct-X but Aleph One uses OpenGL (at least on Mac and Linux it does, not sure about Windows).
PowerMac G5 Dual 2.0GHz 2003 (Model: 7,2)
Mac OS X 10.5.8 (Leopard)
7GB RAM (OWC PC-3200U-30330 DDR SDRAM 400MHz)
ATi Radeon X800 XT (GPU overclocked to 500MHz, VRAM to 550MHz)
User avatar

3371-Alpha
Veldin Orbit

Post Dec 6th '15, 21:41

DDS was indeed created for DirectX, but OpenGL also has an API to use DDS textures. Since 3D video cards already have hardware to deal with DDS as part of their DirectX support, OpenGL can tap into that. Through OpenGL, Aleph One can load compressed DDS directly to the card, cutting down on loading time and saving video RAM.

That video card support is really what makes DDS the best for Aleph One's purposes. There are other texture formats which might gain traction in the next few years, but none of them have widespread support yet.
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Hopper

Post Dec 30th '15, 00:46

I've noticed most people tend to use PNG for landscapes in Marathon plugins (high quality ones specifically). Is there some sort of dimension limitation to DDS?
PowerMac G5 Dual 2.0GHz 2003 (Model: 7,2)
Mac OS X 10.5.8 (Leopard)
7GB RAM (OWC PC-3200U-30330 DDR SDRAM 400MHz)
ATi Radeon X800 XT (GPU overclocked to 500MHz, VRAM to 550MHz)
User avatar

3371-Alpha
Veldin Orbit


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