Cuth said:
I agree on this...
... but I'm not sure about this. I suppose that, if needed, most textures will use DXTC or 3Dc compression, with smaller size than the equivalent 8 bit textures.
I'll be curious to see how much that helps...
Obviously, this next-generation is going to focus on many different texture layers in order to achieve a variety of results.
I'm not sure how accurate this would be, but let's take a look at Doom 3. D3 used three different layers per surface (diffuse, specular, normal). The textures required quite a bit of disk space for storage and also used a ton of video memory. If you were to compress all three layers, the end result was a rather muddy looking texture. Just compressing the specular and diffuse layers gives you much better results, but still requires a at least 256mb of video ram.
Thing is, these textures do not appear particularly sharp or high-res when playing. They certainly aren't blurry, but they lack the razor sharp appearance of less complex surfaces in many other PC games. If textures this gen use a similar technique, but with higher resolution base assets, the storage space and ram requirements seem as if they will jump up.
It seems that UE3 uses a similar method for texturing. If Epic can cram it onto one DVD9, I think that might be a good sign for other X360 games. I'll be curious to see just how all of the textures end up looking when I'm playing it on an actual 360.