Opengl es 2.0 multiple render buffers8/23/2023 Not pictured, GTX 1650 4GB, GTX 1660 SUPER 6GB, and RTX 3060 Ti 8GB What if this hypothetical game made use of dozens and dozens of huge ASTC textures? Our garbage collector, introduced two years ago with Project Hades, which our veteran users know as “the memory Reaper”, was tuned for this worst case scenario at the time.īut what happens if a game with many more textures and a teletransportation system that allows the player to reach different regions in-game (and, in turn, load a truckload of new, different textures) releases? This was perfectly fine until now (even on 2GB GPUs), since ASTRAL CHAIN was the only game that made “extensive” use of ASTC textures, shipping with 4K textures on a mobile device intended for 1080p and 720p screen resolutions. ![]() (The Legend of Zelda: Tears of the Kingdom)Īs there isn’t a single dedicated desktop or laptop graphics card that supports the native decoding of ASTC textures (with the exception of Intel iGPUs), yuzu is forced to transcode them on the fly into a safe and lossless format that all GPUs support in this case, the RGBA8 format.
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