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TheWPCTraveler said:
curl-6 said:
megafenix said:
Normally the must common compression on games ould be texture compression, but havent heard anything that goes byond 6x 

Oh Shin'en go well beyond x6.

The original FAST Racing on Wiiware was 900MB compressed down to 40MB, so x22.5.

Does this mean they're much better than Nintendo themselves at compression?

Wow.


Well, for example gamecube used S3TC which was capable of 6:1 texture compression

Shinen mentioned that thier textures of 4k in fast racing neo use BC1 texture compression which is also 6:1 

http://en.wikipedia.org/wiki/S3_Texture_Compression

http://msdn.microsoft.com/en-us/library/windows/desktop/bb694531(v=vs.85).aspx#BC1

"

BC1

Use the first block compression format (BC1) (either DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM, or DXGI_BC1_UNORM_SRGB) to store three-component color data using a 5:6:5 color (5 bits red, 6 bits green, 5 bits blue). This is true even if the data also contains 1-bit alpha. Assuming a 4×4 texture using the largest data format possible, the BC1 format reduces the memory required from 48 bytes (16 colors × 3 components/color × 1 byte/component) to 8 bytes of memory.

The algorithm works on 4×4 blocks of texels. Instead of storing 16 colors, the algorithm saves 2 reference colors (color_0 and color_1) and 16 2-bit color indices (blocks a–p), as shown in the following diagram.

"

 

But even with 6x compression using BC1, that would not be enough cause obviously you have more than just 1 4k texture on the game and each mesh is >1GB; thats why i think they may have used tesselation+dispalcement to reduc ethe memory requirements even more, after all they mentioned that the 1GB meshes obtained from 3d scanning were processed and then converted to compatible assets(I have read that norally the 3d scans are processed with dispalcement and subdivision to reduce the memory requirement of the mesh)

 

Read th last paragraph

"Tese were only the source data sizes. From these we process them into the game compatible assets"