DonFerrari on 02 November 2017
MajorMalfunction said:
DonFerrari said:
I'm not totally technical on that... but although tiling and temp resolution are fantastic to free up computational power, if you move unexpectdely then all hell break lose.
And I know it isn't related to texture quality or size, but how they decided to use it. Just posted off-topic because it remembered me on similarity on compressing/compromissing quality for size of processing.
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Yeah, MegaTexture can be great or terrible depending on the developer. It makes the usual texturing tricks really cheap, if that's what the dev wants. If you're interested in the technical specifics, I could explain it to you as best I can. I'm kicking around the idea to do a video or something on the mathematical principles of computer graphics. It's really interesting stuff. We stand on the backs of giants like Newton, Leibniz, Gauss and Chinese mathematicians ca 10 BCE. What drove me to think about that is DocTre's 1440p is upscaled comments about 3 years ago. Back on topic, brute force compression is a no-go this gen because of the relatively weak CPUs found in all the major consoles (XB1, PS4, Switch). Respawn actually made Titanfall 1 on PC bigger than on XB1 by decompressing audio so the game would work on weak-sauce dual cores. If they ported to Switch, they may have to make a similar decision. Probably the first thing to go would be textures, because they chew up a significant amount of disk space.
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Technical side put on layman terms is on my turf, I would like to see it.