| Pemalite said: Definitely not true. |
Signal processing theory shows otherwise ...
2048*2048 -> 1920*1080 (50.5% texels wasted) 4096*4096 -> 1920*1080 (87.6% texels wasted)
Both of the above cases are a result of oversampling more than necessary and is thus wasteful in terms of memory and bandwidth consumption. When texture sampling, very rarely does the texel density matches the pixel density so we either get undersampling or oversampling ...
It is only when you map from a continuous domain to a discrete domain to represent a continuous domain that the information lost is important, take for example rasterization. The way we represent triangles on digital displays is flawed since it produces aliasing due to our reconstruction methods. We use edge equations to represent vector graphics on digital displays by rasterizing (or scan converting/sampling) the primitives ...
Undersampling can lead to information loss as shown here known as aliasing which produces undesirable stair stepping artifacts not unlike the real triangle ...







