WOAH, I had a very interesting talk today with some colleague at work about image compression technics (hardware and software), and something really interesting came out:
texture compression on X-Box and GameCube might be done hardware, but any compression of data takes up time. If you check the link by SegaTech above about the texture amount of either consoles, you will something like:
GameCube 12 MB (not compressed) == (compressed) 72 MB per Frame (!)
X-Box 45 MB (not compressed) == (compressed = 270 MB per Frame (!)
Since the images have to be processed (a monitor can\'t display 3D, has to calculate into a 2d image), I figuere that the images are being compressed on the fly (thanks to hardware compression). Now, who where believes that X-Box can compress 270 Mega-Bytes (!) of data into 45 MB in 1/60 of a second (assuming the game runs at 60 fps)?
If I compress something on my PC (ZIP with WinAce), it takes me for 100 MB several minutes. Yes, it\'s software compressed, but none the less if it\'s done hardware or software, it will take time to process big amounts of data like this. I mean, come on: 270 MB of data.. into 45 MB in one sixtieth of a second. The above math is probably assuming that compressing textures and uncompressing them does not take up anytime at all.. I would be very keen to know how they do it..
The other thing to note is: RAM would hold image1 (uncompressed), compresses it and saves it again in the RAM (since it\'s a UMA). Image1 would have to be deleted to free memory that isn\'t being used anymore.. think about the time lost in this process.. this might be the problem about the UMA on X-Box.
BizioEE, TheSammer, Heretic (or anyone), any thoughts on this?
BTW: Yeah, a technical forum would be cool, but I think you\'re right.. nobody is really interested here at these forums. But it would be better than the on going flaming or endless debates about how game \'X\' looks better than game \'Y\' on \'Z\' console.