Send News. Want a reply? Read this. More in the FAQ.   News Forum - All Forums - Mobile - PDA - RSS Headlines  RSS Headlines   Twitter  Twitter
User Settings
LAN Parties
Upcoming one-time events:

Regularly scheduled events

Report this Comment
Use this form to report the selected comment to the moderators. Reporting should generally be used only if the comment breaks forum rules.

21. Re: Updated Max Payne 3 PC Specs & Release Date May 26, 2012, 02:32 Krodge
KTR wrote on May 25, 2012, 23:56:
1024x1024 = 1048576 pixels
4096x4096 = 16777216 pixels
16777216/1048576 = 16 times larger.
Console's texture size is 1280x720 (720P) = 921600 pixels
Typical 27" high resolution LCD monitor is 2560x1440 = 3686400
3686400/921600 = 4 times larger.
Therefore, R* is well within recommended specs.

Yes a 4096x4096 texture is 16x larger than a 1024. But the game isn't running a single texture. There will be dozens of textures that need to be loaded. You also have to take into account that most of the diffuse maps are also accompanied by separate normal maps, specular maps, gloss maps And any other special textures the shader maybe be using.
It all adds up very fast. Unless the levels are very small using a limited amount of textures, or you have a ton of ram, its going to chug.

KTR wrote on May 26, 2012, 00:35:
Why I said "Console's texture size is 1280x720 (720P)" is knowing that texture size is going to scale proportionally to rendering resolution,...

No, that's the resolution the scene renders at. And the resolution of textures is the actually called the texel resolution, They are independent of one another.
Imagine printing out an image with a 512x512 array of pixels on it (those would be the texels) and then you take a 1280x720 photo of that paper with your camera, That photo would be the screen resolution.
You could load up a quake 1 level with a bunch of 512x512 textures and run the game at a resolution of 320x200. Those 512x512 textures are still loaded into the scene even though they are a higher resolution that your screen res. You just have to get really close to see all the texels.

Many engines do scale down textures at a distance using mipmapping, but that's mainly to reduce any aliasing (on the surface of the texture of course, not the edges of the mesh), and since they are often stored on the same texture, large version will still be loaded into memory.

I think some other engines might use multiple lods of each texture, but then they look shitty when they pop in.
Is that sort of what rage does? I dont know
Login Email   Password Remember Me
If you don't already have a Blue's News user account, you can sign up here.
Forgotten your password? Click here.


Blue's News logo