Panajev2001a
Veteran
Do you think that having that much VRAM available to the GPU will encourage more developers to use 3D Textures in their games ?
Even thinking about having only 128 MB dedicated to store the 3D Textures out of the total of 512 MB ( I understand that they want better AA and they want to buffer more and more geometry in the VRAM to increase performance ) this means that we can still store quite a bit of stuff.
DirectX 8.0 VTC claims about 1:4 up to 1:8 of compression ratio for 3D Textures.
Let's go for 1:6 as a hopefully happy medium.
This means that a 256x256x256 texture at 32 bits would only take around 10.6 MB and we could store up to ~12 of them.
A 512x512x512 texture at 32 bits would take 85.3 MB and it could fit.
Could you dedicate like 256 MB of your 512 MB to 3D Textures then you would have space for three 512x512x512 textures or twenty-four 256x256x256 textures.
24 textures with each texture being 256x256x256 does not sound so bad.
Even thinking about having only 128 MB dedicated to store the 3D Textures out of the total of 512 MB ( I understand that they want better AA and they want to buffer more and more geometry in the VRAM to increase performance ) this means that we can still store quite a bit of stuff.
DirectX 8.0 VTC claims about 1:4 up to 1:8 of compression ratio for 3D Textures.
Let's go for 1:6 as a hopefully happy medium.
This means that a 256x256x256 texture at 32 bits would only take around 10.6 MB and we could store up to ~12 of them.
A 512x512x512 texture at 32 bits would take 85.3 MB and it could fit.
Could you dedicate like 256 MB of your 512 MB to 3D Textures then you would have space for three 512x512x512 textures or twenty-four 256x256x256 textures.
24 textures with each texture being 256x256x256 does not sound so bad.