That XBox thread was closed but I figure it's no harm done to continue this particular tangent (if not, mods can always close this too).
Regardless, working with a texture pool sized 10-15MB per scene, I can tell you from personal experience that we were always juggling between using either lower resolution or more of 4bit (and this includes the use of JPeg and 2bit Luminance compression for certain texture types) - and the latter usually prevails.
http://homepage.mac.com/archie4oz/.Pictures/Fafalada/pic01.png
http://homepage.mac.com/archie4oz/.Pictures/Fafalada/pic02.png
http://homepage.mac.com/archie4oz/.Pictures/Fafalada/pic03.png
http://homepage.mac.com/archie4oz/.Pictures/Fafalada/pic04.png
These pics are rather large (Jpg's would defeat the purpose of comparison) so I can only post links.
Just to give you an idea where we are starting from, source image has 143000 colors.
I put up source, S3TC, VQ, and 8bit, but I leave it to you people to guess which is which first Just idle curiousity - and opening the image in photoshop and counting the colors doesn't count as a valid guess!
Streaming? Oh that's a subject matter for the next post.
Like Archie mentioned, there are tools that practically embarass ImageStudio quantization (even when comparing it on IS's own PR examples)._phil_ said:Goood tools exist, like ImageStudio (http://www.webtech.co.jp/eng/istudio/index.html)
Common texture allocation in PS2 games is around 3-4MB of texture per scene (although this isn't based on a statistic of hundreds of games, I am going by examples of a few high-profile titles that I happen to know this data for).Squeak said:Why not? A 256x256 8bit only take up ~ 65Kb. Even if you only have, say 4Mb per frame, that's sixty-three high resolution textures in one frame!
Regardless, working with a texture pool sized 10-15MB per scene, I can tell you from personal experience that we were always juggling between using either lower resolution or more of 4bit (and this includes the use of JPeg and 2bit Luminance compression for certain texture types) - and the latter usually prevails.
Actually that isn't quite true either, but rather then debating it I've coerced Archie to let me post samples on his webFrom what I can see S3TC or DXTC, only has significant advantages if the source material is a large photo or similar.
http://homepage.mac.com/archie4oz/.Pictures/Fafalada/pic01.png
http://homepage.mac.com/archie4oz/.Pictures/Fafalada/pic02.png
http://homepage.mac.com/archie4oz/.Pictures/Fafalada/pic03.png
http://homepage.mac.com/archie4oz/.Pictures/Fafalada/pic04.png
These pics are rather large (Jpg's would defeat the purpose of comparison) so I can only post links.
Just to give you an idea where we are starting from, source image has 143000 colors.
I put up source, S3TC, VQ, and 8bit, but I leave it to you people to guess which is which first Just idle curiousity - and opening the image in photoshop and counting the colors doesn't count as a valid guess!
Streaming? Oh that's a subject matter for the next post.