So you're really not actually saving anythign with texture memory here tho, this is only useful if you need a game that has a really small installer...... Otherwise you're sacrfaicing quality for no performance gain.
Ahhh... one of the developers explained that they render on the GPU, then compress to DXT and pipe that into VRAM. So... faster than HDD>VRAM. Anyhow. Generating quality textures using only procedural functions can be difficult. You generally can't get specific shapes other than pure geometric ones (circles, lines,…
Interesting. I'm curious how much load time we're talking about here... with a semi-complex procedural made of several controls, it can take quite a bit of processor time to render a 1024 bitmap. Even kkreiger, with its not-so-complex textures, took quite a bit of load time to render them all out. I do see the point though…
There's no performance gain...yet. I think the biggest advantage of this and why it was used with that robot game is because the game itself is so small, XBL games have to be < 50 megs so you can see where that helped. However I know the guys at allegorithmic mentioned the possibility of some of this stuff being…