The implications of such a technology would be far reaching. As the current trend of digital distribution gains momentum a huge emphasis is being placed on games being made smaller and thus downloadable quicker. Their claim is that the current tool of choice for most games artists, Adobe Photoshop, is not ideally suited to making textures for games. I was doubtful of this technology; however the company ran a demo that persuaded me otherwise. In the demo they had a bathroom full of beautiful textures, then with the flick of a button the bathroom took a more hellish look - all the while the textures looked the equal of Half Life 2. The next demo was of a game that is due to come out for the XBOX Live Arcade called Roboblitz. Due to the requirement to get the game under 50MB, the developers needed to keep the textures as small in filesize as possible. Using the new texture system the overall size for all the textures was less than 280KB - watching the game (which runs on the Unreal 3 engine) I was amazed. Confused by the fact that I hadn't heard about this technology before, I spoke to one of the men behind it directly - Dr Sébastien Deguy. He assured me that there were no catches with his system, that if a game contained 1GB of textures he would be able to reduce that to 300MB and lose no quality. When I asked why everyone wasn't using the program at the moment he explained it was due to people needing to be retrained in learning a new system. He was optimistic however, that soon all games companies will be using their new texture tools.
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