Colbert
Banned
Thanks. I guess whats confusing me is that it seems to be that ultra textures(I assume those are 4k textures) also appear in the "low" settings.
For example here: http://images.nvidia.com/geforce-co...-interactive-comparison-001-ultra-vs-low.html
Some textures are lower res, but most character textures as the same as on ultra.
I'd imagine that you can always load some 4k assets, in theory XB1 could do that, too, but it could just load way less 4k assets than Scorpio. Is that right?
So when you have a larger scene you can focus the memory budget on the important assets, for example skin textures and cloth textures so the characters in focus look good.
But Scorpio can also make the background look really good while Xb1 would have to make drastic cutbacks here.
For a 1080p output device (TV) you provide art files (images, textures, videos) with maximum level of detail you can see on that device. It wouldn't make sense to provide 4K level of detail as you would need it to downsample anyway.
You do that because you want to save your footprint in the graphics memory and on your storage drive. Those textures are huge. Thats the reason there are methods like Tiled Resources in DX12 to reduce the footprint of those textures to be held in memory.
And your conclusion is correct regarding Scorpio. The bigger memory pool allows Scorpio to actually use textures of that size without hitting the limits of the memory.