Need to know memory requirements for videocard settings

2560 * 1600 * 4 * (1 (front buffer) + 1 (back buffer) + 1 (Z buffer) + 16(AA back buffer) + 16 (AA Z buffer)) = quite a lot (~547 MiByte).
How did you come up with this calculation? I can't see why you'd need downsampled z/back buffers at all.
Thus it should be (assuming 32bit color/z): 2560*1600*4(1 (front) + 16 (back) + 16(z)) - ok it's not that much of a difference...
Oh and btw AF is completely free in terms of memory requirements - and obviously "with 16xAF but memory requirements without textures" doesn't make sense anyway...
 
How did you come up with this calculation? I can't see why you'd need downsampled z/back buffers at all.
Thus it should be (assuming 32bit color/z): 2560*1600*4(1 (front) + 16 (back) + 16(z)) - ok it's not that much of a difference...
You need the point-sampled Z in case the app uses the same Z buffer with render-to-texture (which is not antialiased in D3D9). This does happen.
 
You need the point-sampled Z in case the app uses the same Z buffer with render-to-texture (which is not antialiased in D3D9). This does happen.
Ok. But this is not the general case (of course additional render targets would require memory too but they aren't included in this calculation neither(, or do you always have to allocate space for it?
 
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