They may not by default, but I've used bigger texture maps before and had them work fine :/IMSabbel wrote:Sorry, neither hl2 NOR doom3 used any texture map bigger then 2048x2048.SwiftSpear wrote:You are drasticly misinformed as to the reality of and signifigance of that figure. Doom3 and HL2 both used some texture maps larger then that and radeon cards still outpreformed Nvidia cards in visual quality. Dispite the fact that the new Geforce cards have better preformance ratings then the current top of the line ATI cards, ATI's mid range cards still give you way more bang for your buck then the geforce equivalents. If radeon cards couldn't handle texture planes larger then 2048x2048 no one with a radeon card would be able to render the TAS world maps, as most of them are texture files in excess of 10000x10000 pixles.TA 3D wrote:Thats your only hope, seeing as the SJ's made this for older card texture space limits of 2048x2048. Newer Nivdia cards can support up to 8035x8035 texture space.
Well just have to wait for the new model format, and UV mapping.
In fact IIRC correctly, the largest single texture in doom3 was <1024x1024.
but reading your last two sentences... URG. do you have a clue?
Its not like meshes have to use a singly polygon... did you ever think that maybe one can just use 4x4 1024^2 tiles.
Do you have a clue WHY games look better on one architecture than another? like pixelshader precission, AAF algorithms with different angle dependency and mipmap range, for example?
_Please_ dont sprout nonsense here. Youre tone gives the impression that you know what you are talking about, and we dont want noobs to believe in bullshit, right?
Also, did you ever even LOOK at the terrain in spring and notice that the texture map is at a MUCH lower resolution than you think (which is masked by detail texturing)?
They support large texture maps pretty effortlessly. Oh, keep in mind, the model textures are much higher resolution texturemaps then the terrein textures in HL2 and Doom3... They both use 512x512 terrein textures with the very rare larger texture for huge faces. Some models use multiple texture maps so it can be a little deceptive, but you can put a huge ammout of texture information into a single map and it still works.
Spring maps don't compress thier textures into 2048x2048 squares. Most likely they tile. That doesn't change the fact that I'm illistruting, which is that it is still very possible and easy to draw single faces with way more then 2048x2048 pixles in texture information, let alone full models.
I'm not convinced there is any difference in the max rendering potential of nvidia cards compared to ATI cards as I have yet to see any design specs that indicate that. But if there is, rest assured there are effective workarounds in place and it's not a reason to buy one card over another. There are alot of nonstandard things Nvidia does in thier rendering that ATI fanboys have been attacking for years, so it really isn't like a max texture size difference is the one different factor between the cards that should be used to determine which is better.