Well yes, and sometimes it's 10%. The 2.5X multiplier comes from themtaking everything into consideration and saying gmost games are only actually using about 1/3 of the textures they have in memory. this means that usually there are many thing that are using.
Feel free to claim their tests are wrong. But if you are saying the 2.5x thing doesn't hold up because their are textures that need to be completely used of 80% used then you're missing the point.
I never claim the tests were wrong, but you need to read what the actual documentation says...
"Through specialized hardware added to the Xbox One X, we were able to analyze texture memory usage by the GPU and we discovered that the GPU often accesses less than 1/3 of the texture data required to be loaded in memory."
What OFTEN means?
This is where a lot of people including yourself are confused, you think the majority or almost ALL the models rendered just need to use
1/3 of the textures, and that's why you are completely wrong, If you have seen how textures are made for 3D models you will found out for yourself that anytime a model has a 3D view to the perspective of the user, then all the texture is used.
But if you like, we can play with this... How % does
often means, ¿50% of the time models just use 1/3 of the textures? often means that ¿90% of the time models just use 1/3 of the texture?
We can play with often as much as you want, but MS is very clever to use often and not something statistically because this number varies across games, across scenes of the same game... depending on the models and how they render to the user...
That's why they don't put "
most of the time just use 1/3, almost every time they just use 1/3, half of the time models just use 1/3 of the texture..." Because it cannot be quantity across games or even across the same game,
AND MOST IMPORTANT, We are using 100% of the texture in a lot of places like I explain in my original post: enemies, NPCs, user model, etc, everything that moves or that the user can see within the span of seconds while it moves...
To think we can cut the majority of the textures and just take 1/3 of them is pretty stupid... We can do that with big objects that are rendered far away, or that the user cannot see the back of the object quickly because the element is static, etc...