4 ms·
Yes, but the end result still allows more detail with less processing power. You're going to do texture look-ups for each pixel of the coin anyway, you might as
by kmeisthax 4y ago
Yes, but the end result still allows more detail with less processing power. You're going to do texture look-ups for each pixel of the coin anyway, you might as well also grab a normal vector while you're there if you can cut your polycount down by a third.
- ReactiveJelly 4y agoThe high-poly model might have looked okay with a blurrier texture, though. It's hard to say without realistic benchmarks on Wii and Switch hardware.
- MetaWhirledPeas 4y agoIsn't texture performance mostly a function of RAM though? Don't polygons require more CPU/GPU horsepower?
- Aeolun 4y agoOnly because current GPU’s have whole banks of processors specifically for texture processing, while you have only a single CPU in your machine. The equation might change a bit if you don’t have all those extra units.
- h0l0cube 4y ago> more detail with less processing power Unarguably it's also more processing power than its predecessor which appeared to be untextured. Far more FLOPs are executed at the fragment level than at the vertex level, and that will vary with how much the model takes up on the screen. But more bang for buck than geometry alone? Can't disagree with that.