Perhaps this can be definitely answered for me as it is something that I have wondered about for a while.
I understand that textures must be scaled down in quality for the limited RAM, both system and frame buffer, of consoles. However, why are the original created textures not used for the PC version where the frame buffer on video cards alone can be 5-6x the entire memory of the console?
Instead, I see things like Rage where even the 8k (even the 16k) textures are almost complete garbage if you are anywhere within 30 feet of them. Other times, I see inconsistencies like in Deus Ex: HR where there are borderline illegible sign textures on hi-res wall textures.
What stops the developers from using the original full resolution textures that were created in the original art assets and create PC appropriate quality assets, even on console ports? How difficult is that?
I see things in games like Rage with terrible textures and 4 polygon railings and it makes me want to...well, just like the game title.
I understand that textures must be scaled down in quality for the limited RAM, both system and frame buffer, of consoles. However, why are the original created textures not used for the PC version where the frame buffer on video cards alone can be 5-6x the entire memory of the console?
Instead, I see things like Rage where even the 8k (even the 16k) textures are almost complete garbage if you are anywhere within 30 feet of them. Other times, I see inconsistencies like in Deus Ex: HR where there are borderline illegible sign textures on hi-res wall textures.
What stops the developers from using the original full resolution textures that were created in the original art assets and create PC appropriate quality assets, even on console ports? How difficult is that?
I see things in games like Rage with terrible textures and 4 polygon railings and it makes me want to...well, just like the game title.