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> If the artists made too many textures, everything started to look bad because everything got downsampled too much. That's really clever. On the surface of it
by kqr 5y ago
> If the artists made too many textures, everything started to look bad because everything got downsampled too much.
That's really clever. On the surface of it, it's "just" about dynamically adapting fidelity to fit in the available memory.
But really, it's a deeper organisational solution: it pushes the breadth vs fidelity of assets trade-off back to the designers, who are the ones that should decide along that curve anyway. It provides a cheap way for them to visually evaluate various points on that trade-off curve. Very clever.
- lupire 5y agowhy would you assume the designer would choose the optimal graphics config, instead of the artists who are the visual experts?