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rough 360 level specs?

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rooster mod
hi I'm going to ask one of those 'it depends' type questions, but I'm just looking for some real general guidelines so please take the question in that spirit..

I'm wanting to know vaguely what kind of texture specs a typical 360 game level might have, in terms of say how many 1024's or 2048's a 360 level might have loaded into memory at any one point. Real ballpark sort of figure if anyone who has worked on one could say

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  • MoP
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    MoP polycounter lvl 18
    Really depends on what other assets are being used at the same time (guns, vehicles, characters etc). But I'd say about 25-30 Mb is safe if you've got a lot of other assets in.
    Which translates to about 35 to 45 DXT1 compressed 1024x1024 textures (no alpha channels).

    Disclaimer: This estimate may be wildly inaccurate depending on what sort of game you're making. I doubt you'd have less texture memory than that available, though. And if you're streaming stuff instead of keeping it all loaded then it won't really matter too much.
  • rooster
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    rooster mod
    cheers m8, sounds good to me smile.gif
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