Virtual Texturing Management
The release of the Savage3D added a new buzzword to the vocabulary of the online gaming industry, that phrase was "texture compression." The basic idea behind S3s texture compression algorithm was to allow the user to enjoy the benefits of enormous amounts of textures, without having to deal with a huge drop in performance.
3Dlabs attempted to employ a technique known as Virtual Texturing Management, with a similar goal in mind. The idea behind the Permedia 3s Virtual Texture Management is quite simple, instead of having frame rates that feature extreme highs and extreme lows (i.e. ranging between 5 and 55 fps) Virtual Texture Management makes sure that your frame rates remain at a more constant level (i.e. 30 fps).
The Permedia 3s on-board Virtual Texture Engine can effectively cache up to 256MB of textures in local graphics memory, therefore allowing (theoretically) seamless access and manipulation of an incredible amount of textures. For gamers, S3s Texture Compression is a much more viable option than 3Dlabs Virtual Texture Engine, however if you keep in mind that the Permedia 3 isnt a hard core gamers card, the Virtual Texture Management support of the Permedia 3 begins to make much more sense. When rendering any complex scene, especially when dealing with a large amount of textures in the scene, it makes more sense to be able to manipulate the scene at a reasonable speed rather than have extreme highs and lows in the frame rate. With any sort of texture compression, there is the possibility for a loss of visual quality, a sacrifice which simply cannot be made when dealing with professional applications. In a game, whether a walls texture appears a certain way isnt of the utmost importance, however when designing an object or a scene in a professional application, the importance of maintaining visual quality does rise.
The Virtual Texture Management engine is, by default, taken advantage of by all OpenGL 1.2 compliant applications. Direct3D applications may take advantage of the specification as well, however only if proper support is provided for in the coding of the application or game itself. With most professionals claiming loyalty to the OpenGL API, the Virtual Texture Management of the Permedia 3 will probably become a key part of your systems performance without you even realizing it.
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