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On Wed, Jul 09, 2003 at 01:17:54PM -0700, Cory Petkovsek wrote:
> > 20 MEGABYTES!?!??! Holy crapulence! In 1975, that much disk space
> > would have cost a fortune. Today, it costs about two cents.
> > (Literally, at a dollar a gigabyte, 20 MB == 0.02 GB == two cents.)
> > In two more years, it should cost about half a cent.
> >
> > I'll accept the rest of your complaints -- you're obviously a lot
> > closer to the code base than I am.
>
> Perhaps it uses that much memory. That would cost around $3.12 (at $40
> for 256mb). However if it is cpu cache, it could cost tens of thousands
> of dollars. Now that's holy crapulence.
Both have a memory footprint of around 32 megs on standard levels, and can
need as much as 150 megs on some extended levels. This is purely the size
of the textures in use. Keep in mind that the 320x200 texture used by the
console background takes 64000 bytes in software-rendered Quake, but
requires either 262144 or 524288 bytes in OpenGL. Reason? OpenGL
textures are 32 bit color, not 8 bit, and they must be a power of two in
each direction. This means that the texture becomes either 256x256 or
512x256, on cards that can support 2048x2048 textures (which is anything
not made by 3dfx..)
Textures add up fast.
- --
Joseph Carter <[EMAIL PROTECTED]> A man wrapped up in himself
makes a very small package.
<Overfiend> we're calling 2.2 _POTATO_??
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