As we gear up for the next round on consoles, we are all looking at polycounts and texturs sizes. Now, I was wondering.....
We like BIG textures - we can pack the detail in. But is it work it?
In the UK, the standard TV resolution is 720x576 (HDTV is very uncommon here). If we start using 2 or 3 textures per character, all at 1024x1024, then each texture is bigger than the entire screen can display at one time. Add in the blurring you get, and is that just wasted space? Even a 512x512 textures for a characters head could be a waste, sinceusually you will see it onscreen at maybe 1/8 of the total screen size, and usually much lower.
Obviously this argument is SLIGHTLY negated by PCs and their sharper displays and usually higher resolutions, but it still holds some water.
What about the use of LOD textures? Not necessarily LOD models, as the overhead of swapping them in and out is not always worth it.
Just chucking some random thoughts out there to the other folk work in this field.
Replies
just a thought.
For sharpening I use the Unsharpen Mask filter in the DDS pplugin. First I make the DDS without any sharpening, the close and re-open it, choosing to display the MIPs. I then use Photoshop's Unsharp Mask tool to find out what settings work best, then use those in the DDS tool.
You can learn more about filtering here...
http://portal.acm.org/citation.cfm?id=378514
(account reqd)
As for sizes, for us it's all about how close we get to the model (what kind of camera behavior we have), and how we juggle our memory. There are still going to be limits and bandwidth problems.