procedural textures?

breez said:
I don't know, how does everything end up here in the Console section?

Maybe because there was a discussion about procedural texture that might ends up being used by the PS3/XboxNext, especially for the PS3, since people were talking about the problems due to the "low" amount of "possible" Ram available in the system.

That and also the fact that the Console forum of Beyond3D act like a forum apart from the rest of B3D, so each tech that could be related to the console ends up being posted here... :D
I'm not saying that's a good thing to do, but that's what happens all the time.
If the link to the console is made clear, any Tech-topic could be very interesting. Sure here there's no link claimed at all...
 
Um, that "game" or whatever you wanna call it uses HUGE amounts of RAM once it is done unpacking everything... It's just the file size of the executable itself that is small.
 
I think this illustrates the sheer potential of graphical data that can come from a paltry 96 kbytes of algorithms and software code. Perhaps the need for such large amounts of RAM reflects a decision to generate the textures and store them for later use (as would be most appropriate for the typical PC architecture), rather than generate them on-the-fly as they are needed? That said, it may be possible that such a promising technique need not be inherently tied to large memory requirements. You just need a CPU architecture that has a lot of brute force to do it on-the-fly while exhibiting only moderate memory requirement...hmmm... :D
 
It does chew up alot of memory, my page file has been blotted to 570MB while running!

If the Xbox 2 3+ processors is true, then this is a possible reason to have so much power on the CPU side of the machine, to produce the maps on the fly as they are needed per room/enviroment, rather than the whole level as kkreger does.
 
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