PCGH Special: Sins in the world of textures
Textures add a lot to a game's atmosphere and if they aren't done correctly can make the difference between commercial successes and flop. PCGH takes a look at the sins of texturizing.
Textures are some of the most important elements in games. Without them, rooms would look bare and characters would not have a face. So developers should take their time dealing with textures, since they add a lot to the gaming experience.
Unfortunately there still are examples for inferior texture quality. This originates either from technical reasons or the idea to save money and time. Often games ported from a console to the PC tend to inferior textures, since the capabilities of the consoles often set a limit. These days it isn't missing video memory but the fact that textures need to be loaded from the medium. High-res textures are of considerable size and thus it takes time to load them. But it also takes a lot of shader performance to brush up textures of lower quality. However there are ports that show how to do it.
Thanks to developments in this area of game making, much better results are possible. Titles like Crysis or Unreal Tournament 3 prove that. Crysis comes along with 4,096 x 4,096 texels. Compared to 64 x 64 texels in Tomb Raider, this is quite impressive.
So without further delay: Take a look at our picture gallery, where we present some of the sins of texturing.
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