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Originally posted by the_artist
because a 733 Pentium with a GeForce 3 is pratically what the X-Box is?
Texture Compression is indeed available through the XBox (Direct3D does it, so as its a ), but there are many different types and qualities of texture compression: the PC can use more detailed textures (I think some are as big as 4096 x 4096), and just because the XBox can do Texture Compression, doesn't mean that it does do it. Developers can opt to leave it out in the hope that less detailed textures would improve frame-rates on games where a lot of polygons are visable... Unreal Championship is probably one of the later, whilst somthing like Halo 2 Clearly does Texture Compression over polygons...
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Woah, how can they put textures that big into video cards today? Something that huge cant even fit with mip-mapping enabled. A texture like that takes up 32mb, not much room left for other stuff. Compressing that texture will take forever and you'll be looking at a long load screen. UT2k3 max sized textures are 1024x1024. But since I'm not a graphics designer and only a PC Tech support guy, I'll shut up because that is all I know when it comes to textures.
PCs and consoles are so damn different, its hard to tell what the difference is. A PC can be constantly upgraded so its just raw power. A console is a constant peice of hardware so developers use tricks to make things look better. Like silent hill 2. That game is fairly low poly but there is a clever use of textures to make it look great.
But yea, when it comes to detail the PC takes the cake as it can have detailed textures and high polys at the same time.
...werent we talking about RAM?