for some reason my internet sucks right now let's see here the stream will stay up why is it awful what the heck can you guys hear me can you see me are we good with the Internet or with the stream it's so bad let me know if it's uh if it's stuttering but I'll just move forward as if it's not we're gonna move forward if everything's okay as if everything's okay hey we're gonna take a look today at man performance optimization I've had a few breakthroughs with the Twisted Tower demo performance optimization and we've gotten a lot of like crash reports with stuff like steam deck and I've always wondered like what's you know what would cause the crash and turns out it's probably I mean it's likely that it's just huge textures like we've got huge uncompressed Textures in this game for no no reason
for no reason um so we're going to jump inside of unity and take a look at this and see if this is going to help us at all I wanted to say a huge huge thank you um Alisa miles Carlos Steven Jeffrey Alexander theer Thomas Anish Sergio and David welcome welcome welcome to full-time Game Dev it means the world to me that you would trust me with your Game Dev career um so so this is cool it's a cool program actually because well I'll just show it to you here for those of you who are curious this is full-time game d there are five days left to join and get 25% off and hey I'll also give you a shout out in my next stream um it means the world to me that you guys would would support the channel this is you know our sponsor for our streams is fulltime Game Dev and that is my course so I sponsor myself it's a great way it's a great way to support your projects um if you could find a sponsor for yourself definitely
do it for if you guys have a YouTube channel but um 25% off to get this uh enroll in this massive program not only going to learn what I've done to U make games I'll teach you how to make games Unity gdau unreal 2D or 3D it doesn't matter take your pick I'm also going to teach you how to secure funding whether it's Kickstarter I've done that multiple times $100,000 each um the second one was like 85,000 with another 10,000 in a post campaign so it's like 95,000 uh pinstripe my first Kickstarter campaign was like 106,000 I've also signed $100,000 deals plus with multiple Publishers Serenity Forge armor games 3D Realms so I could show you how to do that as well I've also hit the steam front page multiple times I just did it last week with one of my demos um so demos full games it doesn't matter i' I've hit the steam front page I can show you how to do that and I've also shown it to Chris stair Bart msar everflux games they all went
full-time which is awesome incredible reviews here check them out below also sultar went fulltime Antonio went fulltime Thomas Stewart went full-time so check it out below to see if you're interested 25% off for the next 5 days depending on when you click that link once you click that link the timer will start for you um so check it out below and see if it's something you're interested in all right guys hey let's jump into Unity here and see what kind of interesting data we can get yesterday this this is so interesting yesterday we were getting snapchot data of I mean this was today too but it was around 15 gigabytes a scene was 15 gigabytes I was talking to grock earlier about this and I was like hey what's what's what's normal you know what what what should I be aiming for here and grock was saying something like
for an indie game something like four gigabytes now I kind of feel like six to seven gigabytes is more reasonable um let's I mean let's ask Rock here my game is more like a double a uh game similar to Bioshock do you think okay let's just I don't want to get I don't want to ask leading questions what would would be a good Benchmark for that let's see what grock says um okay you know what I would love I would love to see a full screen window in my camera viewport so I can read the chat better um so let's see here good benchmark 6 to 10
gab total is a strong Benchmark um okay with a 30 to 40 FP what about would this be reasonable for a steam deck let's see what he says uh Powell here okay we've got Jason story here and pow both of you guys are going to help me out here so Jason story do you agree with grock here do we agree with grock and by the way those of you are curious Thomas why are you using grock because I want to I've tried a lot of different uh chat Bots or llms or whatever and grock has actually been the best for me um is four gigabytes reasonable yes is G uh let's see here so I asked a question and he gave me this huge I assume you're asking whether a
specific memory Target either your current 14 GB scene your proposed 4 GB reduction or 6 to8 um I need to know yes or no it is 8 gigabytes a good Benchmark for my scene on a steam deck all right Jason what do you think Buddy what does Jason's Story think po we've got Powell here as well Powell what do you think is grock correct here sorry my mic keeps falling let me see if I I have a uh because I can get it down I can get it down to 8 gigabytes and by the way what are we trying to solve here uh hitches load time and crashes on Steam deck now Jason and
do you guys agree yes or no do you because I know you both are very smart in fact Jason story was helping me via email earlier today do you guys agree that we will see a reduction in crashes hitches and uh better load times if we drop it from 14 gigabytes which what what was yesterday to 8 gigabytes especially for steam deck yes or no Jason gives me this abstract answer so that he doesn't have to be uh on the hook for anything he saidwell lower I'm just kidding by the way Jason well anyone whose name is Jason I am really mean to in the chat and I don't know why lowering texture memory is always a good thing but I think it's multia factorial I specifically think your set passes are a big factor too okay well we'll talk about that in a sec if if we can if we can focus on
Textures my theory is and this was true with with Never song my previous game it was singularly about textures and all of a sudden performance increased sure you can have all these other problems but fortunately we have a lot of margin for bad development practices because even the switch once I just redu textures would never song and I understand it's a 2d game but when I reduced textures with Never song solved all of my problems so my theory is we've got a 14 GB scene here what's happening is my what's what my theory is what's happening is we are getting 14 gigabytes which is pushing the steam deck limit so close to its limit and what it's doing is according to grock here we had this uh
what did he say he said it's going to cause swapping or GPU bottlenecks tanking frames per second do we agree Jason do we agree with this do we agree that 14 gigabytes of textures is causing swapping or GPU bottlenecks does does that make sense grock is saying you're going to get a 20fps gain I don't see that in in unity because I'm using a a rock solid machine so let's see what Paul says Paul says I agree with King chicken grock does seem to be objectively the best AI chatbot welld designed for what it's supposed to be I I I love it I mean I'm in it all day um
anyway so so Powell says it would help but may not be the main reason for problems that's fine I'm not looking for I I'm looking for well I guess what you're saying is it might not have a significant impact we we will send it off to the to the 3D Realms QA team tomorrow but what I want to do here is I I I got to make some kind of commitment here to just reducing texture sizes because it takes a while to do um so let's let's see here what else we got loading 8 gigabytes at one moment versus loading at over some time is totally different yeah we're loading it at one time but we're also let me ask you this Paul and Jason do you guys think that activating a huge part of a all it is is an object Activation so we've got like let's say the second half of a level you can activate it by just entering a trigger and it goes and appears reducing the texture size by
half from 14 GB to let's say seven is that going to help with the hitching because that's causing the hitching it's dropping down there's a stutter and then goes back up and then everything's activated do you think that'll help with the hitching see I don't know any of these answers this why I'm asking questions optimization is has never been my forte so I love and by the way I'm super super D thankful to all of you for showing up and helping with this today um okay so according to grock we're going to see according to grock it's going to be a significant impact for steam deck so what do we got here we've got 8.74 um is our new our latest snapshot Jason story says so textures are used but in your case you are changing the tip of the brush for every variation of every
material Jason I'm sorry I don't know what that means [Music] man in particular think of it like painting oh I'm sorry I haven't read your full thing uh in particular think of it like painting you change the paint the room or the tool each one is a Time issue and combined to answer the it takes too long for paint the room problem so textures are used but in your case you are changing the tip of the brush for every variation of every material batching those will be a big factor what I'm trying to do though Jason is I'm trying to figure out how can I have a really really crappy uh optimization of a game but it runs fine like I'm looking for the big thing that I can do quickly as opposed to some refactoring of the process of how we're doing all this what are the things that I can do instantly
now that will will give me the biggest bang for my buck because I got to get this demo updated it's not like we're getting a ton of complaints I believe that if we optimize this thing guys if we optimize this so that it runs great on mid-range and also steam deck we're going to get an overwhelmingly positive easy um so let's go ahead and hit um let's hit play here actually let's let's go to our UI I know for a fact our UI is massive so if we go to our UI because it's just it's well actually let's double check the pickups CU I just compressed the pickups that the pickup uis when you pick up something it was like I think it was like 100 megabytes so let's see if it looks bad let's go to 4K here and double check let's see oh it looks great the pickups are a little bit blurrier
but I don't I don't mind it oh yeah they're fine so we could definitely compress down the UI what we don't want to do is we don't want to reduce the pixel size but we do want to use compression so I'm going to do that for all of our UI here um let's start with this that look at this low quality compression oh really that's 26.7 megabytes I didn't know I was doing that with that might as well use crunch compression as well uh let's do that and see if if we can get even smaller so was it 20 so let's see what we get okay Jason I will take a look I promise give me just a sec here I wanted to wrap up this task here and then we'll go from there so we have a bunch of UI stuff here we need to adjust look that just went down to 1.1 megabytes which is unbelievable
crunch compression is amazing okay so software engineer here after quick Google About Steam deck I see it uses Ram for vram and it seems to have 16 GB so if you allocate a 14 GB for your scene at some point it may crash if Ram Runs Out Bingo and that's what we're getting we're getting reports that the steam deck is crashing or just doing crazy stutters my theory is it's all about it's literally just texture compression because the main the main issues we're getting is people want to play on Steam uh steam deck and if it's if it's going over 14 gigabytes it's going to start stuttering stuttering and crashing right guys and and by the way a lot of you are probably thinking oh my word Thomas do you have to go through every single texture and fix this like you're doing with the UI and the answer is no so uh grock wrote me a really cool tool yesterday that I just used it's
called texture crunch compressor compressor this thing is amazing guys it is so important for you to understand the freaking value of these chat Bots and these llms because editor tools I'm so sorry I love I love every indie game developer and game developer and software engineer but guys I I'll be completely honest it is getting scary out there for people who have jobs in the game industry specifically where your job is to write editor tools because this thing was written in 20 seconds and it's amazing it compresses every texture in the game and I could I can sh and it makes sure that all the normal maps are correct it also applies crunch compression it allows me to choose which scene it happens in it's outrageous so my theory is be the person who knows how to use a variety of tools
to well what would you call it with Indie Games in particular your job is to curate assets and tools to create a great product and so use we're going to have to use AI it's just going to have to happen now when it comes to AI art I I will I just refuse right now I'm not going to touch it when it comes to 3D AI art I'm not going to touch it three uh AI music not going to touch it because I just feel like that's getting way too close to home for me but when it comes to these tools and maybe that's just hypocritical of me but when it comes to these tools you got to use it I'm not smart at all programmer rate I not smart at all I'm really good at curating things and creating great stories and atmospheres I am not smart at all if you look at my project it's a bloated mess um but I know how to make a good product a end product if you open up I've always said this if you open up the hood of my projects you're going to
wonder how the hell I made a product that's profitable um it's so backwards but we live in a day and age when you can get away with that and Jonathan Blow would kill me for saying that and probably Jason's Story as well so anyway sorry I got to text my wife here okay um it's not big tast King chicken it's just reality we like we're it AI it's it's coming so fast it's like a freight train and we got to be prepared all of us everybody has got to be prepared my theory is the The Artisans the curators the people who have taste those are the people who survive so uh we need to we need to all focus on having really good taste and know how to curate things and how to um
find the right tools to make something quick unlike what I'm doing right now um let's see here UI so look at all this UI stuff we've got UI that's 2.2 megabytes with no crunch compression so all of these all of these we're going to just throw on some crunch compression and we should see a significant reduction I'm going to do it with everything here um app icon oh Cracker Jacks Hang on we're going to discard that I want to select everything here anything that's UI I'm just going to quickly uh use CR crunch compression on logos for for splashes um controls all this stuff we're going to just crunch compress it's a crunch compress
I found this to be true with Never song I don't fully understand crunch compression but it's sort of a Magic Bullet if you throw it on your UI it's pretty pretty amazing it doesn't really change anything what how things look but it significantly reduces uh it significantly reduces your memory I don't know why uh let's go ahead and use crunch compression on that we're going to do 50% hit apply that's going to take a while guys so I can jump into the chat crunch compression only reduces size on hard drive not in memory you might be right you might be right but whenever I do these snapshots I'm seeing how what why is it that when I do a snapshot it goes to half of what the size is the total resident is half why is that if what you're saying is true I'm not I don't pretend to be smart here if what you I'm genuinely curious if what you're saying is true why are my
snapshots half the size after crunch compression does that make sense okay look we just went from 1 Megabyte to 276 kilobytes uh yo or Joe you said how's the how' the compression of yesterday go uh we got the tool written and now we're seeing you know significant size reduction 8 gigabytes of 31 I'm sorry 8 gigabytes when it was almost 14 and a half so significant reduction I don't know if that's real that's that's what I'm struggling with is I'm like Is that real they get uncompressed on the GPU if that were true I'm serious if that
were true when I got really close to them they shouldn't look different that looks this you can tell this is crunch compressed so you can see it like you can see what happens so I don't I don't I don't know but let's go ahead and hit play here and let's look at a our latest snapshot it it feels too good to be true that's right okay so we remember yesterday we were at 14 gigabytes we're going to take a snapshot here I'm going to pause it and then I'm going to snapshot it so we were at 8.74 but remember we just we just compressed a ton of our UI so or not compressed yeah crunch compressed a ton of our UI so we're going to look and and do a snapshot here and see if we're getting any better numbers cuz my my aim is something like
seven or eight guys and if I sound smart right now just know I'm a really good talker and I'm a really good salesman I I know this about myself I've known this since since I I can come across very confident I don't know what I'm doing I have no idea what I'm doing here I'm just sort of going with my gut no wrong random name I'm going to this is where I will confidently say I love you and I I appreciate you and I think I I really do want you to succeed and the so I'm going to tell you it to your straight it doesn't matter if it's a PSD or a PNG when Unity brings it in it converts it to a PNG keep your artwork as psds the only problem here is Project size not build size keep everything as a as a a it's a as a PSD and a blend file keep it cuz
you're going to be able to edit it on the Fly Unity when it Imports it it will convert it to a PNG guys I got to take a phone call okay one sec give me a sec [Music] [Music]
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[Music] um I might have to take another phone call in a sec but we can keep working here so what do we got here what do we got here guys if crunch is a lossy compression method then it would degrade in image quality right and could possibly reduce in memory size on the GPU either way it would explain this uh Omar says you said I'm good on camera but you know but if you know me in real life you would think otherwise why is that I don't know I just know that I have friends and I have I have a lot of friends where I'm not
particularly I think it has to do with being in person like I think that if I were to meet you in person I'd get nervous and so I'd probably act a little differently whereas I'm talking to a camera right now in my office okay guys so that snapshot please God why is it at 11.2 gigabytes all of a sudden wait what all of a sudden the snapshot is higher that is so weird is it is it the stones it might be these that really sucks what happened
I don't understand why all of a sudden it's big again right what just happened let's let's let's select it and see what the the culprit is now I was going to say I have a lot of friends who feel awkward around me meaning like the majority of my friends that I do have feel awkward I don't have a lot of friends now I'm not saying I'm wearing a mask I'm saying that the mask comes on probably in person this is real in person I feel like I have to wear a
mask all right so let's figure this annoying thing out um what is eating up my Ram what is that Malik persistent what is that wouldn't it be hilarious if if this this was just because it's the unity engine and and and we're in the editor I don't understand what this is okay so we got 3.84 gigabyt of textures all of that makes sense to me all of a sudden we've got this huge 16 gigabytes Malak is dynamic memory
allocation I'm going to do another snapshot cuz I don't believe this snapshot what is happening you know I don't I don't know what's happening here um it's frozen too man it's frozen now I don't understand look how good this is right here this one over here 4.4 gigabytes could it be it's the resolution no there's no
way shroom craft says I loved Brave boy thank you yeah yeah ra we're we're we're still dealing with performance issues today I don't understand why that snapshot is big now it's almost like what it was before we we did all the crunch compression you know we're going to do another snapshot get better insights by building and
profiling oh yeah yeah we may need to do a build which sucks you know this is a lot more complicated than I expected Jay Stewart use your grapple hook and the the the coil will turn on the grapple targets it's like Zelda but we're going to take a a I don't know man I couldn't tell you I don't know what's going on honestly Omar go pull the blue
lever okay we got another snapshot baby now it's even more 12.54 what is happening yeah I think you might be right I think it's because it's 4K I think we're not getting accurate data here oh man I don't think we're getting accurate data here guys why is it that when I take a memory or when I take a yeah memory snapshot uh let's I'm asking grock here with the memory
profiler sometimes it's 12 gigabytes and sometimes it's eight and I didn't change anything garbage collection texture mesh loading States mid map and streaming profiler overhead runtime okay M Maps oh my
word no I don't want to add a stabil legend script this is so annoying let's do it at 1080P and see what that number is that's going to be really funny yeah let's do 1080p and see what happens if it if it significant significantly changes now we know that we need to compare 4K um or 1080p so let's try that let's do a snapshot here capture one there texture memory you can compare between snapshots I think you're right I think we need to go into the granular data and look at this the texture sizes I think that's probably the best bet um I'm actually shocked by how how
much this varies here you know so yeah pretty shocked by that let's let this cut here or capture here
oh man Okay so we've got a new snapshot here and it's 11.8 so it the different screen sizes don't matter ain't that strange guys look at this how did I achieve 4.41 yesterday how did that happen I'm so confused that was yesterday no no we we had lights we had everything I don't
understand okay so let's go to our Unity objects here and we're looking at let's see here guys 085 gigabytes so what's what's hogging this so confused my brain hurts today by the way those of you just joining us if you want to learn how to make indie games from your bedroom and do it full-time it's actually possible even if you're a dummy like me um it's actually possible so click the link below to check out fulltime Game Dev and get 25% off and by the way if you're a student let me know in the chat what you think about the program um links below 25% off the moment you click that link um you'll have five days to to enroll for 25% off so look it says texture 2D is 3.79
GB which you know I don't know is that a problem I don't know I'm gonna almost kind of just go with my gut here guys and I'm going to I'm just going to compress all these textures I mean they should be compressed right what I to ask grock is what does crunch compression even mean is it real uh as a unity game Optimizer explain what crunch compression is confirm that it's very real and show how it applies to your B okay give me some don't you don't have to be so aggressive man graphics is at 6.6 GB we'll do a build and then we'll we'll connect it to
the Prof profiler um we'll do that so what's native real quick I'm looking at all of memory tab on the memory profiler what is native and what is Graphics I think this is going to be very helpful to me this tab shows a high level breakdown of your games total memory usage split into categories like native Graphics managed native that's allocated to unity's engine so game objects es native buffers texture
metadata typically 1 to 3 gigabytes in a ablea scene but we're looking at 27 what is that the unity subsystem is that the end what is the unity sub system I'm doing great scary Powell you probably clicked the link five days ago so if you want to enroll email Thomas fulltime we'll we'll extend it for
you it says it means in the memory wait uh it's not a well documented category but based on memory profile Behavior it typically appears under the system used memory it's a catchall for Native memory not tied to specific assets what it's abnormal well well gee thanks grock yeah I believe that I my theory was it was editor we're going to restart the editor
we're going to restart the editor um and what we'll do is we'll do a build and we're going to go from there but let's go ahead and read what grock said about crunch compression crunch compression is a
lossy texture compression technique in unity built on top of standard formats it's designed to shrink texture file size and memory usage beyond what traditional compression achieves making it a go-to for performance optimization especially on memory constrained devices like steam deck I just I almost feel like grock's just telling me what I want to hear um start with this this and then do all this so if we start here we can we can crunch it we could we can compress it further right quality loss import time oh yeah that's not a problem yeah no we're not using addressables right
now it sure feels like I'm being gaslit okay well let's open up Unity do one more snapchot let's compress the texture down with an actual compressor as opposed to simply just using crunch compression and we're going to go from there okay but we're going to need to make some changes to our editor tool that compresses our textures down yeah exactly la la says of course gr's going to tell you what you want to hear that's what llms do exactly I totally agree all right we're going to do a snapshot here here and we're going to
see what we get and we're at 1920 x 1080 I mean all I really want is consistency you know I don't even care if it's 14 gigabytes I just want it to be consistently 14 gigabytes and not randomly give me eight why would I turn off myid Maps j z virus says I will repeat Thomas memory profiler might track mainly Ram not just vram okay in every Sprite there's a crunch compression check boox okay you know it's funny we started getting bigger numbers the moment we used crunch
compression on the Sprites which makes no sense to me oh my word look at this five gigabytes I would rather it be 12 I would rather it be 12 what the hell is this place I'm just looking at everything here so you can see crunch compression right there like you can can literally see it you can't see it
there wonder why those didn't compress down how's our uh yeah looks good just looking at all the UI guys good let's keep going and see if there's any weird stuff you know we're probably just going to have to send this off to QA and see what's going on if they report you know frames per second load times all that if they report that it's better it's it's better and I can't argue with it you know that doesn't look like it's compressed at all welcome to the Twisted
Tower yourest dreams and yeah midnight I actually agree with you there youque one of those days huh every day is one of those days with with with games it's just the way it is okay let's let's take a look at um I think we could probably compress things down more and you're not going to see a difference so what I'm going to do is I'm going to go to something like the poster of Charlotte here and I'm going to see if I can compress this down so what do we got here currently are we using crunch compression yes um what's the format automattic I I'm going to ask grock well okay we're looking at8
megabytes now that sounds great but my theory is I bet you it could be significantly less let's do 16 bit that's 10 megabytes wow I see if we go back here you cannot use crunch compression with RGB 32 very interesting very interesting I see that's good to know so crunch compression it only appears when you got automatic selected now if we set the compression to low we're going to go from point A to8 it doesn't matter let's see if there's a a quality difference
normal there's no difference if we go to high it's 5 megabytes if we go to normal it's 08 if we go to low it's nothing now if we do crunch compression at 25 Watch What Happens nothing what about zero what oh yeah you can see it now here let's let's try again I want to show you guys you see that here's 100 it's almost like it doesn't matter and it drops all the way down to6 megabytes so I would I would just say you know let's let's for example let's look at
this wall here I'm looking for the standard so that I could apply the standard across the board with every scene you know just have a standard this is what crunch compression we're going to use and then just bang do it across the board um now when you've got normal Maps normal Maps will cheat it so you want to make sure that your normal Maps they're going to make it look better than it actually is so we're going to do 10 let's just let's be a little bit sane here let's do 20 use crunch compression is true um oh my wait one sec we're going to revert one of these doesn't have crunch compression applied I see because it's not used in this scene okay but anyway let's go ahead and um the stonework there it is this one we're going to take this and we're going to use crunch compression we're going to use 10 we're going to set it to
10 and hit apply now adjusting the size is definitely going to help right that's definitely going to help because the max size I set was 4,000 something that's pretty big you know so why did I do that because some objects really need it like the stones but I would argue most most objects in this scene do not need to exceed 2,000 meab uh 2,000 pixels look at that it looks great for an indie game that's fine
all right so what are the standards my friends I'm going to write this down that the standard should be Max size I mean guys look at this watch if I set this Max size to 1024 let's see what happens I mean it looks pretty nasty right but is that do we care you know performance always wins if this if that makes a significant let's let's look at the difference between one texture for example let's let's go to Charlotte here and we'll do 2048 versus like24 and we're just going
to see what it what it does in terms of its size okay let's try her all right Charlotte you know we we've got a one little poster in this whole scene is almost a megabyte so what would H it's 6 so what would happen if I said no I want you 512 tiny file size 45 kilobytes you guys can't see it because my face is in the way that's 163 the moment I go to 248 it's 6 so do we agree do we all agree that
um do we agree guys that when I'm playing this game I would I'm going to stand like right here right do we agree that this is not okay or is that okay you know I don't know it's a little 1999 well that they can stand right here and see that yeah but what do we think yay or nay yes this is fine no this is not fine well 6 is very small but $10 is very small but if you spend $10 on McDonald's every day for a full year it's a lot and the same is true with
this youve we've got thousands of scenes or thousands of object objects and textures Derek says don't worry about file size that's the whole point of this stream we're trying to reduce the file size because we're getting crashes looks fine to you let's enter play mode and take a look it's not bad I think you guys might be right I think I should just make it the standard 1024 and then the the stuff that looks
really bad you can go in and clean up manually but like look at this like in 4k if I were to take this and go no I want it to be24 at a crunch compression of 25 that's going to be a significant reduction in file size at what cost visually look at that what do we think is that is that fine for an indie game guys I'm again I'm thinking about this the the standard here Max size 1,24 25 crunch compression I think it's
fine what about the carpet there let's try the carpet I'm about to have an epiphery as Michael Scott would say and yes I just referenced the office because I'm getting old I'm having a blast today guys [Music] what about this the confetti let's try the confetti what happens if I set that to 2024 at 25 it's not horrible I mean it's an indie game right we care we care about performance
above all that's what I care about what about this hammer and if I'm going to quickly if it if it helps what I'm going to do is I'm going to compress everything down to 1024 I'm going to do 25 crunch compression I'm going to export it I'm going to send it off to the QA team and if they get significant boost in performance we've officially won I'm going to have them check Ste uh uh steam deck and see load times I'm going to see hitching I'm going to see if there's any uh crashes and we'll go from there [Music] hang tight
y'all look let's jump to 4K I can't even see a difference with the hammer and let's compare I want to just compare this that's 156 kilobytes versus what it was which is half a megabyte yeah which makes sense um man we can reduce the file size of this game to a quarter potentially so let's do this I'm going to take a look at the demo file size now so the Twisted Tower demo file size is nine
gigs so what we need to do here is we need to go to our tools here texture crunch compressor and we're going to do 1,24 we're going to do 0.25 and we're going to pick only the scenes in the demo and again this tool was made by Rock it's great tool oh man asset store people who sell assets that are [Music] tools they're going to get hit pretty hard financially I'm not I I promise you I'm not I don't gravel in that I think that that's sad but it's just the way it is so you know I would I would rather have a baseline of like something low like 80% of the assets are 1024 with crunch
compression i' would rather that be the case and then go and nitpick various things that we need to that looked horrible and then you just bump those up but most things are going to look fine um floor one floor two no there's no floor two floor Zero menu floor one exterior and then also the demo Ender these are the only scenes that matter to me so I'm going to go ahead and apply crunch compression on those and that's going to take oh let's say probably an hour so I'm going to wrap up here guys thank you for joining the live stream today this video is sponsored this stream is sponsored by full-time Game Dev which is my course it teaches you everything I've learned in the last decade of not only going full-time Indie but also making indie games so if you want to learn how to obviously make
games in gdau unity unreal 2D or 3D it doesn't matter take your pick and if you also want to learn how to turn a demo into a paycheck which I've done that three times in a variety of ways including Kickstarter and Publishers check out the link below and also I I teach how to obviously Market your game reach out to press reach out to streamers hit the steam front page I've done all of this stuff so you're actually learning from somebody who actually knows what he's talking about um I'm not perfect and and obviously guys I can't promise anything but I can just tell you what I've done you know I've been making Indie Games as a full-time gig for a long time I've been published I'm currently published by 3D Realms Armor Games Serenity Forge so hey I think I know a little bit about this and so if you're interested in learning from an IND game developer on how to do this as a job I can teach you how to do it hey 25% off 3 days left but depends on when you click the link if you click it uh for the first time you'll have five days total if you clicked it yesterday you have four days um but hey
Chris went full-time Bart went full-time everlux games went fulltime SAR went fulltime Antonio Thomas Stewart it's pretty amazing actually because it's it's tough you know it's tough to go full-time but hey if you want to learn all of the uh sort of my road map check out the link below it's definitely worth an investment in your future join 35 I'm sorry 4,500 students worldwide I love you guys so much thanks for hang hanging out and being so helpful man this was such a
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