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Pemalite said:
fatslob-:O said:

These consoles don't exactly have alot of theoretical power to be spending the cycles to compress/decompress the texture when they can spend it more on things such as lighting and dynamic environments. 

The xbox 360 likely also supports texture compression too see as how the radeon X800 series (which is the derivative of the ati xenos) supports the 3Dc extension.

I thought the pinicle of rendering was path tracing. (Even though it doesn't account for subsurface scattering but atleast it will converge to the correct solution of the rendering equation.)

LOL it definitely does help to replace the 3D models with sprites. Just cause 2 anyone ? 

I agree on the cycles to compress/decompress, however if you design a game that is light on the CPU cycles, then you might as well use those cycles for compression.
Megatexturing in Id softwares Rage did that.

Also, 3Dc isn't the same as the much superior 3Dc+ :P
It doesn't compress all-the-things.

This industry has an insane push for ever-increasing-image quality.
It's a shame the unlimited detail never panned out as that could potentially even make the PC redundant. (For the love of god, I can't beleive I just said that!)
http://www.youtube.com/watch?v=00gAbgBu8R4

Unlimited detail never panned out the way it did because those points weren't shown to be compatible with animation, physics, and other transformations unless you also put in some polygons but that would cost alot more processing power. The only purpose I see with unlimited detail is static environments otherwise it really doesn't have any purpose to be in games. What I'm more interested in is getting to see path tracing and fluid dynamics working together as that will get us nearer to the holy grail of awesome graphics and interaction.