Maximum texture size?

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12 comments, last by sirob 17 years, 9 months ago
Quote:Original post by Evil Steve
Is that all? How long till video cards have their own virtual memory? [smile]
Early next year - one of Vista/DXGI/D3D10's new features is virtualised memory [wink]

But I wouldn't like to see the performance when I'm shifting bits of my texture between VRAM, Sys-RAM and my HDD [lol]


Quote:But, hardware has been supporting non-square textures for quite a while now, so using a 8k size for width, for example, doesnt mean you need to use it for height.

What if I need a sqrt lookup table with 8000 entries? a 8192x1x4 texture is only 32k. That's not much at all, so I am surprised that's not an option.
There's always one person who has to be sensible...

Jack

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Quote:Original post by jollyjeffers
Early next year - one of Vista/DXGI/D3D10's new features is virtualised memory [wink]

But I wouldn't like to see the performance when I'm shifting bits of my texture between VRAM, Sys-RAM and my HDD [lol]

Jack


I don’t like to play devil’s advocate but the WDDM 1.0 virtual memory system will give us only a small improvement from what we have today. We get the option to swap out render targets but have to pay for it with every single byte that have to be travel from VRAM back to System RAM as there is no more backup copys like Direct3D 9 managed texture use.

Using more VRAM as you have will stiil be expensive. But as D3D10 have the requirement to create 128 MB resources I expect that most cards will have at least 256 MB.

WDDM 2.1 should be the great step.
Ugh, semi-drunk posting is bad. I realised I was thinking of a 1D lookup texture too - I'm sure a 64k lookup texture could be useful in some cases.

Anyway, thanks for the replies.
While we're on the subject, this just came up on the DIRECTXDEV list. A very cool suggestion there was using a 4k^2 cubemap. Couple be extra useful if you're in a tight spot with max texture size :).
Sirob Yes.» - status: Work-O-Rama.

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