- Transparent pixels use the same amount of memory as non-transparent ones
- Don’t use more pixels than being used in the viewport (the user’s monitor). Eg: If you use an Image that’s
5meters x 5metersin 3D, and but placed 20 meters from the camera, its actual usage on the viewport is going to be only
100px x 100px. In that case, use a
100px x 100pxas the base image
GMetri uses Equirectangular Panoramic Images for as backgrounds (360 Image) for the 360 Scene type. Equirectangular images should have an aspect-ratio of 2:1
Before uploading any images to the GMetri File Manager (by dragging and dropping files onto it), just run them through a compression tool to reduce their sizes drastically.
GMetri Suggested Compression website for little to no loss in image quality:
A few other online resources:
Good Example - not using transparency for image placement
235px * 235px. So it uses 55225 bytes = 0.05 MB in memory. 16x better than the bad example
Bad Example - not using transparency for image placement
960px * 831px. So it uses 797760 bytes = 0.79 MB in memory
Although it's only 3Kb in size, its resolution is
960px * 608px, and so ends up using 0.5MB RAM!
Bad Example - decorational transparent images
Bad Example - Use the minimum possible resolution
820px * 189px. i.e. it uses 154980 bytes (0.15MB) in memory
Good Example - Use the minimum possible resolution
As you can see from the usage, the actual usage takes only around
300px * 75pxon the screen. So instead of using a
189pximage for it, use a
300px * 75pximage. This would reduce the memory consumption by 7 times!