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Conina said:
Otter said:

This is more in relation to models and poly counts though? Pretty sure its the textures, Audio and video that take up all of the space in game files.

But the textures for that PS5 demo were much bigger than for normal PS4 Pro or XBO X games:

https://www.eurogamer.net/articles/digitalfoundry-2020-unreal-engine-5-playstation-5-tech-demo-analysis

"Unreal Engine supports Virtual Texturing, which means we can texture our models with many 8K textures without overloading the GPU." Jerome Platteaux, Epic's special projects art director, told Digital Foundry. He says that each asset has 8K texture for base colour, another 8K texture for metalness/roughness and a final 8K texture for the normal map. But this isn't a traditional normal map used to approximate higher detail, but rather a tiling texture for surface details.

"For example, the statue of the warrior that you can see in the temple is made of eight pieces (head, torso, arms, legs, etc). Each piece has a set of three textures (base colour, metalness/roughness, and normal maps for tiny scratches). So, we end up with eight sets of 8K textures, for a total of 24 8K textures for one statue alone," he adds."

Ah, I see. Thanks. Yeah, I think they'll still have to play very carefully with management of textures. I think Nanite will be super powerful for the modelling workstream though and i think its a much bigger drain on time and resources then compressing textures.