kcthebrewer
[H]ard|Gawd
- Joined
- Jun 14, 2004
- Messages
- 1,728
How exactly to you propose to implement higher resolution textures without impacting GPU load?
That's more data to move across the PCIe bus...
Longer loading times and/or more stuttering as you wait for that extra data to transfer from system RAM...
Larger files for the GPU to decompress (more waiting, more GPU load)...
More raw data clogging up the memory bus on the card itself...
More pixels the GPU has to crunch when those textures make up part of a surface shader (most surfaces in most modern games are this)...
More pixels to scale and transform...
More pixels that Anisotropic Filtering has to chew on (if you up all textures from 4k to 16k you WILL notice AF taking a massive bite out of performance)
More-more-more. You can't simply install obscenely-high-resolution textures, fill up 6GB of video RAM with them, and expect performance to stay the same...
Did you not hear about the benefits of DirectX 11.2?
http://www.youtube.com/watch?v=-I5TEpAnuEg
Please stop worrying about GPU memory. Unless MS is lying about how this works (or its performance sucks), this is going to make the GPU memory argument mute.
Edit:: more technical video here - http://www.dsogaming.com/news/directx-11-2-revealed-available-only-on-windows-8-1-xbox-one/
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