I believe the larger the SSD, the more channels to write to nand. fer example the 256 meg c300 gives you a sequential write of 255 mb/s compared to the 128 meg c300's sequential write of 140 mb/s <-- ouch
Bollocks id kill you anyday in a console versus pc match ^^ Its like i play a 128 button piano and you a 4 string ukulele, of yourse you can roughly play the melody, but it wont get as fine and intricate :D
yeah, it really depends on your engine and pov ingame, often you have to 'cheat' to get the right look. I think someone mentioned regarding using UDK in their game, that they had to make all objects 110% in size, to make it look right.
http://pc.ign.com/articles/111/1119514p1.html Kinda funny reading that, cause I inherently play the 'good guy' in games; partly cause it's in my nature, and partly cause I know the 'bad guy role' never is as well designed as it could be.
i was mostly going off the top of my head... USA MLRS, Humvees, M-113s, Avengers, Patriots EU land rovers, saracens, crotales it's also missing squad automatic weapons, shoulder-fired SAMs and light anti-tank weapons...
Texturing in progress - it's the bane of my existence. I was never good at color theory but I'm giving it my 110% I am pushing for a stylized look so I'm minimizing use of roughness and maximizing AO, curvature and diffusion
I'm going to take up smoking to pass the time, now that Mr Aidan Spamhuckster has ruined my visual arts career after BURNING OUT MY RETINAS WITH HIS RED TYPE!!!111 Geez. /jzero
If you are ok with just 128 megs, the 6600GT series should be fine. (Stay away from the gigabyte brand. The heatsink is held on by thermal tape vs a clamp and thermal paste method {I found out the hard way :/ )
Shit, nice layout on those UVs, conte. 256'll be a snap after working exclusively with 128s and smaller for the last few weeks. Slaught, thanks again for the SDKs, these'll be fun. You're like a damned modelling machine.
Unity use the CPU engine, which doesn't support RGBA maps in 16bits. Therefore using a position map with a tri-planar projection in a Substance will look pixelated. The only solution is to use this version : https://share.allegorithmic.com/libraries/115