Hi I was wondering what are the benefits of using a 512 x 256, vs 256 x 256 for example. I thought they used the same amount of memory and from what I seen 3d apps prefer the layout to be square. I'm just wondering what are the benefits of using a rectangular texture page. Thanks.
Alex
Replies
Though we use all squares here.
Also if you map some mega texture 2048x2048 square you could scale the texture into a rectangle and save some big bucks on texture ram without losing too much detail in game.
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Too true. I actually used to use this trick quite a lot when we were down to the wire trying to squeeze everything into the PS2 close to ship, even on much smaller textures. It always amazed me how neglibile the difference was.
I've heard some hardware can only use squares, but I'm not sure which those are, they might just be older PC cards.
Oh and the XBOX360 is still optimised for 256x256??? That seems awefully little given it's HD output.
Also, the trick of halving your hi-res square textures down to rectangles rather than quatering them to a smaller square is a beauty
Alex
At 8bit, the PS2 vram has perfect space for a 128x64 texture. And it draws one page at a time. So if you used a 64x64x8bit texture, you'd be wasting half of your memory for that page.
I can't quite remember what it was for the original xbox, but I believe it liked it's 8bit textures at 128x128. Most of the textures I did for the Xbox version of STACKED were at that res, I believe.
god forbid we have 1:1 tv's, though i suppose the design is in our eyes periferial(sp) vision being horizontal biased.