texture memory
I was wondering how much texture memory is available on an average videocard (lets say geforce 2mx) for textures in OpenGL.
About 32MB at least. Nowadays, 64MB is more oftenly seen. I''d say 32MB for a regular game and 64MB when your game needs lóts of textures. But if you have enough system memory, the overload on texture data are stored there, so that could compensate things.
quote:Original post by adzadz
Isn''t the 32 MB for all graphic data and not just textures?
I stand corrected.
But triangle data doesn''t take thát much space compared to texture data. But it''s true...
Modern 3D cards use unified VRAM architecture, ie. the entire VRAM resources are available to all subsystems, and are attributed on demand.
quote:Original post by Vich
I stand corrected.
But triangle data doesn't take thát much space compared to texture data. But it's true...
It's not just triangles that occupy video memory, but also the frame buffer. 32 bit RGBA, 24 bit depth and 8 bit stencil at 1024x765 is 12 MB, not something you should ignore.
And by the way, geometry is not stored in video memory unless you tell OpenGL to store it there. That is, display lists (may be stored in video memory, or may not, depends on implementation) or vendor specific vertex array extensions like NVIDIA's VAR or ATI's equivalent, or the new VBO. "Regular" vertex arrays are not stored in video memory.
[edited by - Brother Bob on May 7, 2003 2:19:10 PM]
I guess what i''m really trying to figure out is how much texture memory is used in a typical game such as the new unreal game at a given time. I want to know this so that i can make the textures in my game say 128*128 instead of 256*256 say there wasn''t much texture memory
"I want to know this so that i can make the textures in my game say 128*128 instead of 256*256 say there wasn''t much texture memory"
depends on what you want to do, In addtion to texture, geometry, various buffers, you might have other texture things to store, such as shadow maps, and normal maps; it also depends on how may different types of textures you want in your world, mip maps...etc. You could also lookint using texture compression. Or why not use two sets of textures (high and low) and have a setting that allows the user to chose high or low res textures before you load the level.
depends on what you want to do, In addtion to texture, geometry, various buffers, you might have other texture things to store, such as shadow maps, and normal maps; it also depends on how may different types of textures you want in your world, mip maps...etc. You could also lookint using texture compression. Or why not use two sets of textures (high and low) and have a setting that allows the user to chose high or low res textures before you load the level.
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