Andrew Boiu
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LDE-BDreams
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LDE-BDreams
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KNI (Pentium3 optimization), and even 3DNow!, can mostly solve a problem related to geometry, but in the case of Banshee and Quake3 with 512 textures, the problem is not geometry, but fill-rate.
Technically, if we put the card to go from 256x256 to 512x512, we basically make an overload of the texture unit by 4 times, and in the best case we can expect a rendering droput of at least half, not to mention that in 16Mb of video RAM, the game is already nearly out of texture memory, even before we use 512 textures...
512 textures in d3d or OpenGL, or anywhere else, might be good only for screenshots, otherwise the framerate would be around 12fps-15fps at it's best, and slowing down to 2-3fps when the workload gets bigger.
So, 512 textures is nearly useless, if the card can't handle as much fillrate... Rather consider YAB texture compression (PAL-8, or maybe a newer PAL-16) a good thing to implement in the future (would solve already big problems with limited space for textures in 16MB)...
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