Obviously not every game does sky the same way, but enough people like to use that sky generating util making it sort of 'standard'.
That said, 'standard' skybox will run you 5(or 6 if you want bottom too)512x512 maps. This should look highres enough for resolutions below 1024. You could break it up into 20 256x256 maps, but that's a lot of fuss for just sky(imo).
256 for entire side of the cube is rather on the low res side, so you'd have to resort to some kind of tiling or overlaying to cover it up. (but if you're not carefull with that you might end up with something like the "3 suns on one screen" effect, seen in F355 DC )
True enough, if you devoted some time to just coding up something for sky rendering, you could probably get away with far less texture data use and still make it look nice, but it's always a question is whether that would be time well spent. Especially since end visual result is unknown.
As for banding, skymaps are typically gradient heavy, which is the worst case scenario for VQ compression schemes.
That said, 'standard' skybox will run you 5(or 6 if you want bottom too)512x512 maps. This should look highres enough for resolutions below 1024. You could break it up into 20 256x256 maps, but that's a lot of fuss for just sky(imo).
256 for entire side of the cube is rather on the low res side, so you'd have to resort to some kind of tiling or overlaying to cover it up. (but if you're not carefull with that you might end up with something like the "3 suns on one screen" effect, seen in F355 DC )
True enough, if you devoted some time to just coding up something for sky rendering, you could probably get away with far less texture data use and still make it look nice, but it's always a question is whether that would be time well spent. Especially since end visual result is unknown.
As for banding, skymaps are typically gradient heavy, which is the worst case scenario for VQ compression schemes.
You can get relatively close on some individual objects, yes. But overall is completely random guessing, especially accounting for particle stuff, not to even mention "invisible" geometry that goes into offscreen buffers.Until you start getting rather high, a lot of people can get fairly close numbers.
Virtua Tennis. HOTD you didn't miss much, it's a straight port with nothing added, except the said graphical glitches :\What's VT? I've never seen HOTD for the PC(running).