Otter said: The famous comparison which really highlights what people are talking about when referring to diminishing returns Obviously an untextured, fairly undetailed mesh has it limits in communicating the point, but back in the day a generation leap meant immediate and obvious ways of making night and day difference to a character model, to a texture, an environment. That doesn't apply as much anymore.
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The polygon wars died a decade ago. It is all about lighting, shadows, particles, volumetric effects, particles, scattering, fps, resolution, texture quality, anisotropic, anti aliasing, etc. All of which eat memory bandwidth and vram.
I have to disagree that texture quality doesn't matter. Re2, as an example, is immediately better looking at 8 gb when compared to bilinear. Higher settings also reduces stuttering. Most importantly is anisotropic filtering. 16x is incredible.
Last edited by Chrkeller - on 06 February 2024