What happens when future games have bigger textures?

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toyota

Lifer
Apr 15, 2001
12,957
1
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And you know how games in the next two years will run how ? How do you know in 2 years, 2gig wont make a big difference ?
just using common sense would tell you that games will not be needing more than 1280mb at 1920 for the next couple of years.
 

MentalIlness

Platinum Member
Nov 22, 2009
2,383
11
76
just using common sense would tell you that games will not be needing more than 1280mb at 1920 for the next couple of years.

No, it isn't common sense. It is your opinion. It is common sense to realize that "maybe" in the next two years, games just may be using it. You on the other hand, are dismissing it totally.
 

toyota

Lifer
Apr 15, 2001
12,957
1
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No, it isn't common sense. It is your opinion. It is common sense to realize that "maybe" in the next two years, games just may be using it. You on the other hand, are dismissing it totally.
yes I am dismissing it because it is not likely at all. above 1920 sure but at 1920 and below I have zero doubts that 1280mb will suffice for the next 2 years. if someone wants to buy a 6950 for the sole reason of having more vram than a 570 just to play at 1920 then thats their choice of course.
 

toyota

Lifer
Apr 15, 2001
12,957
1
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http://www.overclockersclub.com/reviews/xfx_hd5970_be_limited/6.htm

Based on this review here, even 4 gig makes a big difference at all resolutions.
thats a crossfire card so the difference is between 1gb and 2gb of usable ram. in other words yes at really high resolutions, having more than 1 gb of vram can be helpful on the fastest gpu on the market. only at the really high resolutions is the additional ram helping though and most of the extra performance is because the card is clocked faster too. in fact the only reason its faster at lower resolutions is because its clocked much faster than a regular 5970.
 
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notty22

Diamond Member
Jan 1, 2010
3,375
0
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And that 1 result is one of the only scenario's where I noted a difference between 1gb Cypress cards and 2gb.
Eyefinity- 3 screen resolution in Metro with AA.
Below 2560x the frame buffer @1gb is not going to hinder performance. The gtx 570 and 580 have the amounts they do, to match their higher memory interface. Which gives slight returns in memory bandwidth. Extra memory gives none, until of course you run out.
 

MentalIlness

Platinum Member
Nov 22, 2009
2,383
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And I know plenty about this topic, and GPU's in general. And the link was posted because I knew you were going to post exactly what you did. You really think I don't know that the 5970 has two GPU's ?

So your saying there is a difference between 1gig and 2 gig ? If the card is the same at any resolution ? I'm pretty sure you are.

So which is it ? 2 gig makes a difference "even a small difference is a difference" ? Or not ? You posted it didnt, now your posting it does.

And I'm pretty sure personnel attacks are not allowed. So do not assume you know my intelligence on the subject.
 

toyota

Lifer
Apr 15, 2001
12,957
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And I know plenty about this topic, and GPU's in general. And the link was posted because I knew you were going to post exactly what you did. You really think I don't know that the 5970 has two GPU's ?

So your saying there is a difference between 1gig and 2 gig ? If the card is the same at any resolution ? I'm pretty sure you are.

So which is it ? 2 gig makes a difference "even a small difference is a difference" ? Or not ? You posted it didnt, now your posting it does.

And I'm pretty sure personnel attacks are not allowed. So do not assume you know my intelligence on the subject.
well it was the truth based on your comments but I did immediately remove it anyway. you still dont seem to get it so maybe I should put it back in though, lol. again that 5970 is only faster across all resolutions because its clocked higher. only above 1920 is having more than 1gb beneficial even on that 5970 which is the fastest gpu made. and even at 2560 there are only a few of cases where having more than 1 gb helps. so getting back to your earlier comments about a gtx570, there is NO NEED for more than 1280mb at just 1920.
 
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Throckmorton

Lifer
Aug 23, 2007
16,830
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Why do people call the video card RAM "frame buffer"? Isn't the frame buffer the small part of RAM that actually holds the image to send to the monitor?
 

CuriousMike

Diamond Member
Feb 22, 2001
3,044
543
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Frame buffers build up the image that you send to your monitor.
The simplest form is the front (what you see ) and the back ( what you're drawing to.)
But in 3D, it also includes stencil, depth, AA, lighting and multiple other uses.

People tend to think of VRAM only in terms of texture memory. On a lot of games, the frame buffers use more VRAM than the mips.
 

Bateluer

Lifer
Jun 23, 2001
27,730
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Well those games made to run on 512mb consoles are the ones that seem to be the worst resource hogs. So when consoles have 2gb RAM, your video card will need like 10gb, and you'll need 8 core processors.

And the game will still somehow look like crap, equal to the console, despite the massive increase in capability on the PC.
 

scooterlibby

Senior member
Feb 28, 2009
752
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Didn't Carmack come up with some sort of new method for modified version of idTech4 in ET:QW that allowed for an efficient way to use bigger textures? Hence, it didn't take much hardware muscle to run those large open air levels. I'm pretty sure he also mentioned refining that method for Rage. Too lazy to Google and link, sorry.
 

dlamb2471

Member
Dec 21, 2010
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0
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Yeah, am I hijacking the thread too much if I gripe some more about console ports that don't really step up on the PC? I've seen too many bad UI's and too many cases where the PC could clearly handle cleaner textures.
 

Modelworks

Lifer
Feb 22, 2007
16,240
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Tessellation doesn't solve the need for larger textures. There are things like bump maps that cannot be done with tessellation unless you want to subdivide an object to the point that an object like a table with 128 triangles would now have 256,000 triangles to have the same details a bump map could provide.

Larger textures are needed now in games but it isn't done because you try to accommodate the widest amount of video cards. Usually that means cards with a total 512MB ram. Current textures in games are really small, often 256x256 or 512x512 so anything larger would be a huge improvement.
 

3DVagabond

Lifer
Aug 10, 2009
11,951
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I would disagree with this. There are still a TONS of repeated textures and other tricks in modern games to reduce the texture load. While the resolution likely doesn't need to be increased much further, more texture variety and attention to detail by artists can dramatically enhance a scene.

Nothing irks me more than when i can see repeating textures on the ground or on a wall in a game.

This is very true. Anyone who thinks geometry can replace high quality textures is wrong. There's a truism in modeling, "Great textures can make a mediocre model look good. Lousy textures can make a great model look bad". I've seen huge improvements in the looks of models by retexturing them.

Most games in standard resolutions won't do hires textures justice though. You just can't make out the detail. Eyefinity/Surround will change that.
 

3DVagabond

Lifer
Aug 10, 2009
11,951
204
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yes I am dismissing it because it is not likely at all. above 1920 sure but at 1920 and below I have zero doubts that 1280mb will suffice for the next 2 years. if someone wants to buy a 6950 for the sole reason of having more vram than a 570 just to play at 1920 then thats their choice of course.

This might be true with stock games. Start running your games with mods though, and it changes everything.
 

Chaoticlusts

Member
Jul 25, 2010
162
7
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TV's max out at 1920x1080, so remember that the core frame buffer size isn't likely to increase in size, even with the PS4/Xbox720.

1920x1080= ~2MB * 4 (RGBA)= 8MB for a single frame buffer
Games can have 10-12 targets, so you can eat 100MB just for frame buffers.
Turn on 8x AA, and you need 64MB just for the AA buffer.
(Not all buffers are 4 bytes, but this is a rough approx.)


What can change is the number of targets used; so while a typical game might use 10-12, who knows what we'll be doing in 5 years. We may use 10-12 buffers just for different lighting effects.

Actually it would be more accurate to say 'current tv's max out at 1920x1080'..there have been prototypes and show models of 4K tv's (7,680 × 4,320)and they are something that will make it to market...granted not for several years...but similarly it's unlikely we'll see the ps4/720 launched until 2013-2014 so by that point I'd say it'd be reasonably likely they'd launch with support for 4K (remember ps3/360 while launching with support for 1080p didn't really have native 1080p games for a long time)...so by the point those consoles come out it's likely tv's won't be limited to 1080p anymore...

although all that being said previous statements by others stand....by that point regardless of how much ram your current graphics card has it'll be outdated and struggling with AAA titles released in those years (my current 8800GTX is about that old now and while top of the line when I got it...is struggling with recent releases at 1920x1200 with decent settings)

with all that being said about tv's..I have no idea when that tech will make it to monitors...
 

CuriousMike

Diamond Member
Feb 22, 2001
3,044
543
136
Yeah, am I hijacking the thread too much if I gripe some more about console ports that don't really step up on the PC? I've seen too many bad UI's and too many cases where the PC could clearly handle cleaner textures.

PC's are second class citizens to most developers.

360 / PS3 first, then if there's time ( or the PC branch survived ) hustle the PC version out.

( "Most" obviously precludes Valve and Blizzard. )
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,980
126
Well, what does happen to performance when the textures in a game start to exceed the available buffers on the card? I know to an extent, textures can be cached in system memory and fed to the card as needed.
At best you’ll get occasional pauses/hitches, while at worst performance will be constantly eroded. This is no different to something like Quake 3 running out of VRAM back in 2000 if you tried to run levels like Hero’s Keep on 32 MB cards without texture compression.

For whatever reason, GTA 4 would run at 60 fps all over the city on my 1 GB card despite not having enough texture ram for the maxed out options I set it to.
I don’t think GTA 4’s highest texture setting is available unless you have a 2 GB card.
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,980
126
as already mentioned by the time you need more vram the architecture itself will be the limitation.
It depends on the game and on the settings. I can get a 1 GB Radeon 6850 to texture swap in Call of Duty 1 by running it at 2560x1600 with 8xSSAA.
 

toyota

Lifer
Apr 15, 2001
12,957
1
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It depends on the game and on the settings. I can get a 1 GB Radeon 6850 to texture swap in Call of Duty 1 by running it at 2560x1600 with 8xSSAA.
really? how is that even possible in that really old game? even all but a few modern games are fine with 1 gb at 2560.
 

Insomniator

Diamond Member
Oct 23, 2002
6,294
171
106
All I'm saying is that if there were a single card as powerful as 2x570, you'd probably want more than 1.3GB of memory on it. How is this different than eventually going SLI 570s?

You barely ever see 4870 512's anymore; everyone that went SLI ended up with the 1GB version.
 

toyota

Lifer
Apr 15, 2001
12,957
1
0
All I'm saying is that if there were a single card as powerful as 2x570, you'd probably want more than 1.3GB of memory on it. How is this different than eventually going SLI 570s?

You barely ever see 4870 512's anymore; everyone that went SLI ended up with the 1GB version.
if you dont go 570 sli for over year or so then it would probably make more sense to get whatever new single card is out at that time anyway. I still dont see 1280mb being a worry at 1920 for at least the next 2 years though.
 
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