Memory-impact of mods is often underestimated - with some modlists able of 'casually' adding 10-15GB to the otherwise rather low memory-footprint of the base game. Read up on how RimWorld handles texture-loading for mods if you're interested in the reasons for it - for the average user mostly matters how to convert their mod's textures to DDS and how to benefit from it though.
Mod-quantity itself is a rather bad indicator here - with the individual memory-impact varying massively between mods. If you want to check how much memory your mods are eating up, use the methods listed in our "out-of-memory crashes" guide.
With the 1.6-update loading DDS-files is now supported by the base game as well - removing the prior need for additional mods and making texture-conversion even easier and basically a no-brainer for most users.
ATTENTION!
If you previously converted textures using RimPy, they can cause game breaking errors now in RimWorld 1.6! Even some mod-authors might have used RimPy to pre-convert their mod's textures, not being aware of the issues that can cause, therefore;
Make sure to remake all of them using one of the listed methods below!
Pre-converting textures typically comes with the following benefits:
Faster starting game
By skipping the conversion at start-up and allowing the game to load the files directly into memory, the main benefit usually is the reduced time the game takes to load. The effectivity highly depends on your modlist and hardware though.
Smaller memory footprint
DDS-files tend to be smaller in size (in memory) than those converted by the game's converter. This helps saving some system-memory and especially helps in cases where the user runs out of RAM at start-up, causing the game to crash.
Increased quality
In general it results in sharper textures and less artefacts than RimWorld's own conversion. This might not be a deal-breaker, but is just a bonus to the other benefits.
Some things pre-converted textures doesn't help with are:
In-game performance
Once textures are loaded, their impact on in-game performance should be close to zero. One exception here would be cases where without conversion, the memory-utilization spikes to critically high levels, causing the whole system to slow down.
Increased file-size (on disk)
One benefit of using the PNG-files is their small in file-size. Converting textures to DDS will negate that by taking considerably more space on disk. This shouldn't matter much with modern hard drive sizes, but if you're short on space - keep that in mind!
As of the time writing, there is mostly one conversion algorithm in use. The following methods all use ToDDS as base so the results are all more or less the same. Which method to choose mostly depends on preference, but for the average user just utilizing RimSort's integrated converter does the job.
RimSort (ToDDS)
Fast, high texture quality, memory-efficient, can be used to only convert specific mods.
ToDDS Standalone
Fast, high texture quality, memory-efficient, can't specify to convert individual mods only.
ToDDS Commandline
Fast, high texture quality, memory-efficient, harder to use than UI-supported methods above but full control over variables.
With RimSort still being in active development, keep in mind that this guide can quickly become outdated when changes to its UI are made. The general instructions should still apply, but the available features and layout could differ - when in doubt, better check RimSort's own documentation or ask people over on their Discord.
As of the time writing the process of converting mod-textures with RimSort is still a bit clunky and many people miss the first, important step when running the process, which is to check File > Settings > toods first to set up the exact parameters before running the actual conversion:
A - Quality Presets
Typically kept on standard-settings (Optimized) but allows for all available converter-options through command-line parameters if necessary.
B - Range Limits
Set which files to convert - allows for only active mods on the current modlist or all downloaded mods at all.
C - Misc. Settings
"Overwrite existing textures" should be kept enabled, especially when it's the first time converting them. That way already existing, invalid DDS-files will be remade. The automatic deletion on the other side is risky, and could corrupt mods that don't come with PNG-versions of their textures.
After setting up the converter as needed, the settings menu can be exited again. In most cases just deciding if to convert all mods or just the current active ones should be enough - other options are highly situational and of little concern for the average user.
To start the actual process, one just has to go to Textures > Optimize Textures [D] from the main window and the conversion will start without further confirmation, opening an extra window [E] showing the status.
At this point just let the conversion finish. It will prompt you if the process was a success or if any issue occurred. If it finished successfully, just close the window and you're done here.
Keep in mind that you might want to re-run the process every now and then - like after adding new mods to your list or to catch eventually outdated textures in cases a mod got updated with new versions of their textures.
Converting textures with ToDDS Standalone converter is straight-forward but also limited. After downloading and extracting the files, just run the rimworld_todds.exe in the folder to start the app. It's use is mostly self-explanatory - and every option offers tooltips by hovering your mouse over the respective (?) to find out what each feature does. While it offers less settings and options than the commandline or RimSort's integrated version, it's mostly pre-configured with the best settings for RimWorld.
A - Mod Directory
Unless your game is installed in the standard Steam directory you have to input your mod-folder yourself. Keep in mind that the tool only ever targets your Steam OR local mod-folder at the same time. To find out where those folders are on your system, we have this Info for you!
B - Re-convert Files
Defines if only new textures without DDS-variants are made or if the process will remake previously converted files as well.
C - Starting Conversion
Clicking "Encode new textures" starts the conversion-process. "Clean textures" deletes previously converted files.
Additional setting let your limit the CPU threads the converted uses (to not fully occupy your system while the conversion is in progress) and some UI-related options. Other than that, it's mostly a fire-and-forget method - easy to have a shortcut on your desktop and just run it every now and then without the need of starting up your mod manager or other option.
WIP