R600 and Xbox2 VPU joint effort by ArtX-ATI-Real3D teams?

The flat-shade color for each poly could be generated procedurally without textures being used as a sort of template... A very dense poly mesh will likely take up huge amounts of memory, I'm sure nobody wants to dedicate a ton MORE memory to high-res textures as well. :)
 
Guden Oden said:
The flat-shade color for each poly could be generated procedurally without textures being used as a sort of template... A very dense poly mesh will likely take up huge amounts of memory, I'm sure nobody wants to dedicate a ton MORE memory to high-res textures as well. :)

Not saying it CAN'T be done, but a "file" (let's not call it "texture") with the colour information of the mesh will need to be made anyway. Some surfaces will still need images stuck onto them, procedural textures only take you so far.

Cloth surfaces can be very easy, if every tiny grove and deformation is 3D (displacement map?), one would only need the colour of the cloth, say blue for jeans, then any variation usually seen with bump maps would come from the natural 3D deformation of the surface.

But even then, jeans are not just "blue", there are tiny little variations of whites and blues, a texture would still be needed, procedural or not. In the end, even with Procedural textures, u only save on storage space (the disc), because once you calculate the textures, they take up as much space as normal textures of the same size in your RAM.
And i'm sure once we have one polygon per pixel, or even more than one polygon per pixel, memory requirements won't really go down. Actually they could increase.
 
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