Solid_Snake4RD said:
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The compressed texture is for faster loading into the system memory and then decompressed and processed in the GPU in general( PC ,) but in the case of PS3( or the 360 ,) it's a little more complicated because of the RSX and Cell combo( or the 360's unified memory, flexible, but ass slow imo ) so most exclusive devs just use the big ass storage for large assets with little to no compression and do a streamlined engine or the requirement installation of games. Another way to deal with it is to have a minimum HDD space and run it off a dynamic sized page file without installation on top of a stream process, which is in my theory, what UC2 does, of course I don't have their source code so I can't prove it =P.








