Quote: Originally posted by matildrao
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I got a lot of stuff from alwayssims2 and hair from skysims and lots of stuff here with high poly count :/ won't remove all but clearing out some of them should be better than keeping 100+?
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Again, when it comes to pink flashing, it's what you use in a neighborhood that matters, NOT how much CC you have overall. You could have 5000 custom hairs, but if you only use 10 of them in a neighborhood, then it's only those 10 that "count" in terms of texture memory usage when you're playing that neighborhood. Stuff doesn't get loaded into texture memory until the game has to render it, not just because its read the file.
And, as ElainNualla said, it's not even necessarily the total number of things you use but rather the texture sizes of the things you use. Large texture size is nice because it means a less blurry, crisper-looking game, but it comes at a cost, and you need to decide what you're willing to pay. If you can run SimPE, you can find out how large an item's texture size is by simply opening it
SimPE and looking at the texture image. Its size is displayed in a window next to the image itself. The majority of custom hairs, for instance, have 1024x1024 textures. That's big. (For reference, most Maxis hairs have 256x256 textures, which is 16x smaller than 1024x1024.) Recently, I have seen some hairs -- mostly conversions of hairs made for TS4 -- that have 2048x2048 textures. I, personally, would not touch those with a 100m pole. Clothing also needs to be watched. In the past, most custom clothing had 512x512 textures. Nowadays, with TS4 conversions, that's crept up to 1024x1024, and I wouldn't be surprised if there's some 2048x2048s lurking out there.
Another thing to be wary of is high-res neighborhood stuff. (This is my own weakness; I mean, I MAKE high-res neighborhood stuff.

But at least I warn people that it's high-res.) Those pretty custom skies? Their textures are either 4096x1024 or 2048x2048. High-res terrain defaults? A lush one'll have 7 1024x1024 (at least) images, and road defaults are even worse. Those pretty seasonal skylines that lots of people use? Are made of 6 2048x2048 images. I have seen little neighborhood-deco houses with 2048x2048 textures. For one little house! That the average user who doesn't know about this stuff will plunk down 10 of (because they look SO PRETTY!)...and then wonder why their game flashes pink. This is why. I love pretty neighborhood views, I really do. That's why I make the stuff. But I know that there are trade-offs and sacrifices that must be made to have them, and I make them.
In short, it would really behoove you -- and everyone else, really -- to learn how to look at textures in
SimPE or some other program that will display them. (Perhaps Clean Installer? I don't know; I'm most familiar with SimPE, so that's what I use.) Then you can make informed decisions about what you want to keep and what you want to get rid of or at least not use a lot of. You might decide you want to keep some really high-res stuff and not use it a lot and/or make sacrifices elsewhere. And that's OK. The point is being informed and not just dumping stuff in your game because it's SO PRETTY!
As a note: high-poly is a completely different thing than high-res. You can have a low-poly object with an insanely-large texture image (like custom skies/skylines), and you have high-poly objects with a small texture image. Or you can have an item that's both high-poly AND high-res. They're different characteristics. Both affect your video card. Polycount affects rendering time and the computing power necessary to render it so if you're playing with a weaker card having to render a lot of high-poly stuff will slow down and even possibly crash your game, but it doesn't contribute to pink flashing. Resolution has a greater affect on, obviously, texture memory and running out of that is what causes pink flashing.
Generally speaking, in both cases, pretty much all modern graphics cards can handle the sort of high-poly objects that are made for TS2 nowadays, so long as you are, again, aware of polycounts and don't go
completely insane with high-poly stuff in your game. (Watch out for those 40K+ hairs that are out there these days.

) They can also handle the high-res. It's the GAME that doesn't particularly deal well with high-res because it was never meant to and because of the fact that it caches textures so conservatively in order to reduce load-screen time. So, again, you (general "you" here, not just you personally) need to be aware of what you're putting in your game and, more importantly,
how you use it in your neighborhoods.
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"Making sure that the texture memory amount listed in your Graphics Rules matches what your card actually has can help with this" Will this show in the log file? My graphic card is listed in the database so there is no "not found in database" at least.
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Yes, it does. I'm not at my Simming computer or else I'd take a screen shot for you, but if memory serves there's a section of the log that's called "Graphics Device Info" or something like that. There's a line labeled "Texture Memory" and the number shown there is the amount that your game is set to use. (Default is 32MB which with modern graphics cards is far too low but was fine for average cards that existed 15 years ago.

) If that number is lower than the amount of texture memory your card has (which isn't exactly the same as the overall memory that it has), then you can raise that number, which will allow the game to use all/more of your card's texture, which means that it'll stave off pink flashing longer, yes, but it's not a magic cure. You can adjust this using the Graphics Rules Maker. If you need help with that, let us know.