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arma3:terrain:satellite-image-resolution-size-explained

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arma3:terrain:satellite-image-resolution-size-explained [2017-01-30 03:07]
snakeman small tweaks, added grid cell link and arma 3 keyword heh.
arma3:terrain:satellite-image-resolution-size-explained [2017-10-25 04:22]
snakeman added note about opteryx.
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 Now with terrain builder we can [[arma3:​terrain:​import-satellite-in-smaller-tiles|import satellite texture / mask as tiles]] which eases the load while compiling our WRP (back in arma2 visitor3 we had no such option). So one could think that using larger resolution satellite images (than mentioned 40960) is now possible... Now with terrain builder we can [[arma3:​terrain:​import-satellite-in-smaller-tiles|import satellite texture / mask as tiles]] which eases the load while compiling our WRP (back in arma2 visitor3 we had no such option). So one could think that using larger resolution satellite images (than mentioned 40960) is now possible...
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 +Also in late 2017 the arma(1) terrain / object making legend Opteryx, have 64gb ram in his monster computer and he used photoshop to load 71,680 x 71,680 resolution image there and he still had RAM to spare.
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 +So the bottom line is, your computers **RAM** dictates what size of single image satellite texture / mask you can do, this limit is removed if you split satellite into smaller image tiles.
arma3/terrain/satellite-image-resolution-size-explained.txt ยท Last modified: 2020-05-16 11:36 by snakeman