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 Procedural Texturing: Gaming's Future? - tech
(hx) 11:41 PM CET - Nov,09 2006
Bit-Tech just published pretty interesting article/interview called Procedural Texturing: Gaming's Future. The interview covers the use of modern mathematical techniques to create textures instead of the standard use of compressed image files.  Pretty interesting reading. Here's a taster:
At least 70% of the textures of your game could be replaced by procedural equivalents. 70% is a minimum number of textures you can replace, in actuality the likelihood is you can replace more. So for example: replace 80% of the textures and if those textures occupy 50% of your game size, the overall game size would end up a little less than 50% smaller.

I have some actual examples from a recent game, Roboblitz. In this game, we replaced about 95% of the textures. The game has 6 levels and for each level the developers would use 80MB of compressed textures. So, let's do the numbers, a total of 6x80=480MB. Using our tools we replaced the 480MB with about 3MB of procedural data, a pretty spectacular decrease in game size.

The game now fits within 50MB and can be downloaded through Xbox Live. Without our technology this game would weigh approx 50MB-3MB+480MB=527MB. So the gain, for Roboblitz, we saved 90% of the entire game size. That is a massive gain for the developers which allows them to reach the Live audience - something they couldn't otherwise have done.

last 10 comments:
yhancik(02:43 AM CET - Nov,10 2006 )
this is not what sony wants

bluraybluraybluraybluray

Nosferatu(02:00 PM CET - Nov,10 2006 )
Now that's a technological feat! The figures are unbelievable. Hope the conversion/creation of textures isn't complicated.
Such countries as mine (Ukraine) might benefit from it a great deal, cause the traffic is very expensive here.

Genoism(07:00 PM CET - Nov,10 2006 )
its not a feat its using stupid small texture files that are repetative. That means far less detail on walls, ground...etc. That really sucks because texturing one wall is going to make it look like every other damn wall down to the last pixel. Vs today where dev's hand craft just about everything and it looks much more real.

Nosferatu(11:25 PM CET - Nov,10 2006 )
Well, maybe you're right. Probably AAA titles wouldn't benefit from this technology that much. I checked this Roboblitz arcade game though and it looked quite pretty, not much drawbacks made by developers I think.
And then you always have to learn and explore the technology to get the best of it.
At least it's an interesting workaround for the heavy-weight textures situation and a promising perspective.
That's just my vision.

miglaugh(01:16 AM CET - Nov,11 2006 )
Genoism> its not a feat its using stupid small texture files that are repetative. That means far less detail on walls, ground...etc. That really sucks because texturing one wall is going to make it look like every other damn wall down to the last pixel. Vs today where dev's hand craft just about everything and it looks much more real.

You couldn't be more wrong. It's just about the opposite of what you said. With PT they can make the walls and everything be generated more randomly and dynamically, meaning that some artist doesn't have to make it look like it's real, they can design an algorithm to add scratches here and there using random numbers to designate locations. This stuff is done one pixel at a time, not with tiny textures. Thats why you need a much more powerful machine. A good thing quad core is here.

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