by Graf Zahl » Wed Aug 01, 2018 1:27 am
Worse, OpenGL does not provide any useful facilities to assess the memory needs. It will just resort to system memory and result in texture thrashing, making the game slow.
A 6x scaled texture consumes 36x the VRAM of the unscaled variant. A 4x scaled texture only 16x. And here the law of diminishing returns strikes mercilessly. It's simply not worth it, dealing with massively increased texture creation times and massively increased VRAM usage for some minor visual improvement.
To give you an idea: A really resource intensive map like ZDCMP2 needs 4GB of VRAM to handle 4x upscaling for everything. To do 6x it'd require 10 GB! Does that even exist?
Worse, OpenGL does not provide any useful facilities to assess the memory needs. It will just resort to system memory and result in texture thrashing, making the game slow.
A 6x scaled texture consumes 36x the VRAM of the unscaled variant. A 4x scaled texture only 16x. And here the law of diminishing returns strikes mercilessly. It's simply not worth it, dealing with massively increased texture creation times and massively increased VRAM usage for some minor visual improvement.
To give you an idea: A really resource intensive map like ZDCMP2 needs 4GB of VRAM to handle 4x upscaling for everything. To do 6x it'd require 10 GB! Does that even exist?