MajorMalfunction said:
There's a difference between lossless and lossy compression. Most every game engine already supports lossy compression for textures. It's called BCN (BC = Block Compression, the N is a number between 1 and 7, each compression being optimized for different things). BCN is also something that hardware can directly consume without any additional processing. |
Not related to the topic of size and the BCN.
But there is also those techniques to "compress-not detail" that will render on lower quality what is far and will make the game lighter and also improve drawing distance, but sure some devs make mistakes on it by making the transition not be smooth and generate the popins and "out of foucs" texture.

duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"
http://gamrconnect.vgchartz.com/post.php?id=8808363
Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"
http://gamrconnect.vgchartz.com/post.php?id=9008994
Azzanation: "PS5 wouldn't sold out at launch without scalpers."







