By using this site, you agree to our Privacy Policy and our Terms of Use. Close
gergroy said:
RenCutypoison said:
gergroy said:
drkohler said:
Vasto said:

We had earlier reported on the potential of the Xbox One’s eSRAM storing up to 6GB of tiled textures ..

insert{doublefacepalm.gif}


why?  Honestly, I don't know anything about this stuff, but reading the source they talk about using some game engine with directx to do this.  I'm guessing this would require compression?  I don't know, but apparently it is theoretically possible, but probably not practical...


6GB > 32mb, compression or not. It can store 6GB of tiled textures, just one 32mb tiled at a time lolz

do you not understand how compression works?  I'm not saying that is what is happening here, because honestly I have no clue.  However, I do know that if you compress a file, you can reduce the amount of total memory that file takes to make it faster to transfer and then you can unpack it back to its original size once it has been moved.  

For example, I could download a zip file off the internet, and it is only 100 mb, when I unzip and install it, it could be over a gig or something like that.  

ETC2 texture compression, which is now part of the OpenGL standard, gives six times lossy compression for 24 bit textures.  32MB would only yeild the equivalent of 192MB.

Overview:  http://en.wikipedia.org/wiki/Ericsson_Texture_Compression

Detailed paper:  https://www.khronos.org/assets/uploads/developers/library/2012-siggraph-opengl-es-bof/Ericsson-ETC2-SIGGRAPH_Aug12.pdf

Of course, XBox One most likely uses something based off S3TC.

Zip would be useless as it takes too long to decompress in a 60 fps realtime setting.  (Or 30 fps, if you prefer.)