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fatslob-:O said:
Pemalite said:


I personally prefer trapezoidal implemented anisotropic filtering.
Consoles typically use a variation of bilinear or trilinear filtering because it's cheap.

As for Texture resolution? More is always better, 16k is what the PC is heading towards with some texture mods looking bloody fantastic with it.
However, even if you only have moderate 4k resolution textures, if you have decent filtering they can look better than higher resolution textures.
Converesly, some games will "sprout" 16k textures but only use them sparingly like on the terrain, leaving other objects/surfaces at a lower resolution (Rage, anyone?).

However, keep in mind, I run my games higher than 1080P, I can see the flaws in games more readily than the mobile-phone, 2 decade old 1080P resolution, so better textures and better filtering is a must.

Hopefully, thanks to the Playstation 4 and mass production, the cost of high-density GDDR5 drops substantually so GPU's can blow out the VRAM counts and the industry can start to look towards 32k textures.

Anisotropic filtering is actually becoming more common in games ... 

A 16K texture is practically over 2GB! It's useless on everything but large surfaces. 

If your hoping for a large cost reduction then prepare to be disappointed since we have yet to figure out all of the large concerns with 13.5nm extreme ultraviolet lithography ... 

There is Anisotropic filtering... And then there is Anisotropic filtering.

2Gb? Raw maybe, but that's not going to be it's actual size when it comes to rendering time.

As for the GDDR5, economy of scale is what will bring the cost down, it happens with the volatile DRAM market constantly, when there is an abundance of DRAM chips (Costs of production be damned!) then prices drop, this is why DDR3 got to such crazy low prices.

megafenix said:

to palmatite

yea, as i told you i already knew about the single pass multitexturing since the gamecube era, the gamecube was capable of 8 textures in a single pass, get it?

single pass and 8 multitextures(if we combine single pass and multi-texturing obviously we get single pass multitexturing, much like the 6 textures per pass example from ati smartshader); sorry for not bothering in putting the name of the technique, thought that was implicit and the ati smartshader was just an example of why single pass is bettter than multipass, whats important there is the concept of achieving a work by using the pipeline as less as possible, thats all what matters not the technology from years ago. Also as i mentioned eventhough defered rendering doesnt do things in a single pass is still far less than what forward rendering would require, forward requires a pass per light and defered need only two passes


My name is "Pemalite" not "Palmatite".

And I honestly, can't be bothered replying to any great technical degree due to the circular mindset that you have employed in this argument.

However, I wall say this... Be mindfull of generalised blanketed statement of graphics techniques, relying on multiple passes in a game may be better than a single pass.



--::{PC Gaming Master Race}::--