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Originally posted by: Professional 666
Well, 720p (1280x720) is 3X the pixel-area of 480p (640x480), so it's arguable to ask for bigger (~3X) textures to take advantage of the increased real-estate.
it's true that the pixel-area of 720p is 3 times bigger than the 480p. That means the graphics card of the ps3 and the X360 needs to have 3 times the pixel fil rates of the Revolution graphics card to take advantage of the 720p. But, for the use of memory for the textures it could be worse than 3 times the memory of the Revolution.
In video games they used lots of texture resolution of 256X256. And, when they want bigger resolution for the texture they tend to multiply by 2 the resolution to have texture of 512X512, 1024X1024, etc. because it would be to complicate to program a 3D engine that use lots of different bizarre texture resolution like 400X400 and it would require lots of extra calculation for the cpu. They never use texture with resolution like 512X256 because when you loads textures in graphics card, the graphics card reserve memory block for a square. Then, if you load a texture of 512X256 the graphics card use the memory for a texture of 512X512 and you basically waste 512X256 memory.
Texture of 256X256 use: 256ko
Texture of 512X512 use: 1024ko
Texture of 1024X1024 use: 4096ko
You see. It goes by step of 4 times more memory each time you take the next texture resolution. When Nintendo said that you would not really be able to see the difference betwen the Revolution and the other next-gen console on normal tv resolution they were surely not lying.
The Revolution don't really need the extra power of the X360 and ps3 to compete on normal resolution. Maybe the ps3 will have lots more power to spend on physics, on math calculation and lots more memory for lots of different textures if they develop a game with no HD resolution. But, the X360 is another story because Microsoft as require that all games must have HD resolution.