Reverend said:The excitement (and focus) on shading is understandable but I have always found that high rez textures have a more immediate positive impact on how a game is perceived as having "great graphics".
1) Can you tell me what the IHVs and MS are doing wrt compression techniques?
2) Games are getting bigger and bigger in terms of texture/memory requirements but this doesn't necessarily have to apply to the entire game; we can have specific scenes where high rez textures can be used and other scenes where they aren't "necessary". Why haven't there been such games, taking into account (1) above?
Tim Sweeney said:I wish the industry was doing a lot more to improve texture compression. There is definitely a market failure here (with the standardization of the API by Microsoft, no company really has a huge incentive to innovate at the moment). DXT1 offers 6:1 compression, while JPEG 2000 offers 100:1 compression at comparable quality levels. Obviously JPEG 2000 isn't practical in realtime, but I have a hard time believing that there isn't something in between DXT1 and JPEG 2000 that would offer a fairly huge breakthrough in the visual quality and memory tradeoffs.
But I don't have time to do anything about that.
-Tim
John Carmack said:I agree, and I have a solution.Reverend said:The excitement (and focus) on shading is understandable but I have always found that high rez textures have a more immediate positive impact on how a game is perceived as having "great graphics".
John Carmack
Don't ask me to ask John what he means (his cheeky reply means he would've told me if he wanted to), as long as we know he's doing something.
Any thoughts about texture compression?