[QUOTE="TripleXAlexXx"][QUOTE="rimnet00"][QUOTE="vitz3"] [QUOTE="rimnet00"]Except you fail, the decompression is done by the GPU in realtime by dedicated hardware. So your thread is just a pile of assumption you pulled out of your rear.vitz3
o_0 ???
What? Got any links? Since when is the decompression of execution data run on the graphics processor?
You are talking about compression of executable data? That makes your entire argument even worse.
When people (who arn't just copy/pasting) refer to "compression techniques are going to be the saving grace of the 360's storage limitations", they are refering to textures (and occationally sound and videos) - which constitute the largest portion of game data. Since when have people, or any games for that matter had anything to do with the compression of binaries? Binaries constitute the smallest portion of games, and are hardly ever a limiting factor.
With that said, the textures are decompressed by the GPU.
Ouch. Sounds like this guy knows what he's talking about.
/thread.
Oh wow. I see another lem walking with a white cane.
All Graphics processors in today's console's do decompression of textures on the GPU. The data that still relies on the CPU is still quite large. Uncompressed 5.1 sound is done on the CPU, same with geometry and video files.
You go on and on about how the GPU does decompression on the fly but you forgot that you just painted yourself into a corner.
There is a limit as to how fast the GPU can access that data from Main shared RAM. The available bandwidth of the GPU is very limited. This will result in lower quality textures, and pop-in.
When the 360 begins to deal with high-quality but highly compressed texture data we begin to see it's flaws. For example the texture data in Gears of War is the victim of this limited bandwidth. I and many others have witnessed textures pop-in and look plain ugly while the 360's GPU tries to play catch-up.
There is quite literally a physical limit as to how fast the textures can be decompressed. That little decoder can only work so fast.
you have no need to compress gemoetry. Do you know that a full 3d modle is under 2mb in size of most of the time....
When animated it becomes higher deppending on bone count and howmany triangles are moved during transformation.
A fully lit 3D scene comes out at 15mb on my PC. However game engines do all the lighting and camera work via code.
So i would say its around 8 - 9mb per modle.
I am guessing by geometry you mean 3D geometry.
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