From
www.computerweekly.com
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To give an idea of how S3TC can help to improve the quality of 3D applications, in an 8Mb frame buffer, an application running at 800x600x16 double-buffered with a 16-bit z-buffer will have 5.25Mb of memory left over for texture storage. If S3TC is used, those 5.25Mb will be able to store the equivalent of 31.5Mb of texture. Furthermore, you could switch to triple buffering and still have the equivalent of 26Mb of texture storage.
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This means, that in my example, 25 MB of Ram can hold up to 125 MB of textures.
From
www.segatech.com
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Thanks to S3TC's texture compression, the Gamecube's 1 MB of texture cache can hold the equivalent of 6 MB of 24-bit textures. That's roughly 8 x (512 x 512) 24-bit textures, or 32 x (256 x 256) 24-bit textures for example
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This means the Wii can hold in it´s 3 MB Cache 18 Mb of 24-bit textures.
Also, if we use the 25 MB of Ram I mentioned (leaving all the rest for other use), it can hold 150 Mb ram. That's roughly 200x (512 x512) 24-bit textures or 800 x (256 x 256) 24 bit textures.
So, although my previous example was not correct, I was not very far from the truth. Considering that gamecube had 24 Mb for all (ARAM is too slow to be considered for graphics and general processing), the Wii has 3.6x more memory (88 MB). So, If we double the space used for processing, we will end up with more than 44 Mb for textures. More than the total memory the PS2 ever had for everything. So, where are the great textures this memory can allow?
But values are not important. If it can hold 1, 2 or 5000 textures it´s not relevant. But the fact is that the memory that can be devoted to them is larger than ever was on the previous generations consoles, and yet, I saw no game with great textures for 480p.
This is quite hard to understand. Textures could be better than the ones used in Xbox and shurely better than all we ever saw in PS2. But, where are they?