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Reforj developer 4J Studios unveils Rixels: modified pixels that reduce texture memory requirements by 98%

Rixels are a new texture technology from Reforj developer 4J Studios, designed to reduce memory use while keeping visual details sharp when viewed up close. The studio says the method cuts texture memory requirements by more than 98% in a sample grid and has applied for a patent.

Image credit: 4J Studios

How Rixels reduce texture memory use

Rather than relying on a conventional grid of square pixels, each Rixel contains a vector shape. Vector graphics are defined using mathematical descriptions, which means their shapes can be rendered at different sizes without becoming blurred in the same way as enlarged raster images.

4J Studios chairman Chris van der Kuyl says the idea came from a challenge with texture size. The studio was using 512×512 textures in Reforj and became concerned that larger environments would require too much storage space. Chief technology officer Richard Reavy developed the Rixel approach, with each Rixel containing one of 23 vector shapes.

For players, the practical benefit is that details can remain crisp as the view moves closer to a surface. Developers may also be able to represent texture information using less memory, which can help address one of the resource demands in large, block-based games.

From 4 MB to 72 KB

According to 4J Studios, a 512×512 pixel grid in Reforj initially required 4 MB of memory. Using Rixels, the same-sized grid can instead be represented by 20×20 squares and use 72 KB. That is a reduction of more than 98% compared with the original memory requirement.

Rixels use vector shapes to represent texture details with a smaller memory requirement. Image credit: 4J Studios.

The studio says that zooming in reveals the small vector shapes rather than the fuzzy appearance that can occur when a conventional texture is enlarged. The reported figures describe this particular Reforj example; they should not be treated as a guaranteed memory saving for every game or graphics workload.

Rixels in Reforj and the Elements Engine

Rixels are being used in 4J Studios’ proprietary Elements Engine, which was developed to support the studio’s own sandbox games. The team created the engine after years of working on Minecraft ports for consoles and handheld devices.

Memory savings are also relevant to performance. Van der Kuyl says the goal for Reforj is to maintain 60 frames per second in a persistent, block-building world. That is an objective for the game, not a performance result guaranteed by Rixels alone; frame rates can depend on many parts of a game and the hardware running it.

Patent application and possible uses

4J Studios has applied for a patent covering Rixels. The studio says it is open to exploring licensing if other creators identify uses for the technology, including in areas such as graphic design. Any wider application would depend on the requirements of the specific tool or project.

The approach may be particularly relevant to stylised visuals, where defined shapes are part of the intended look. It may be less useful for some photorealistic games, according to van der Kuyl. Developers evaluating a similar technique would need to consider the style of their assets, memory targets and rendering needs.

What Rixels could mean for game development

Rixels combine vector shapes with a texture workflow intended for a large sandbox game. The Reforj example shows a substantial reduction in memory use for a 512×512 grid, alongside sharper-looking details at close range. Whether the method suits other projects will depend on their visual design and technical constraints, but Rixels offer a notable alternative for developers looking to manage texture memory.

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