sireric said:Current generation ATI products can compress significantly (Z can go down to 24:1 and color to 12:1, depending on AA levels and a few other things, but in a lossless way. DXT compression (lossy) can give 6:1 and 8:1, if I remember right. These two sets of datums are the heaviest hitters in the BW consumption, and are already compressed beyond your desire. I believe that competitive products also offer similar items.
I wonder how does demanding games like Halflife 2 or Doom 3 use bandwidth? How is it split between the different tasks and datasets (with and without various kinds of compression), percentage wise (like "z-buffer: n%, textures: n%" and so on)?
Secondly, how do those numbers scale with resolution?