4J Studios unveils Rixels to reduce texture memory
TechComments
Exactly. We saw this with early vector-based UI implementations where the CPU hit was more noticeable than the memory savings.
Would the 98% reduction still be viable if the assets required high-frequency noise or organic grit? It is possible that the memory savings are most dramatic for geometric shapes and less so for complex natural surfaces.
This shift toward vectorization aligns with the industry's move toward runtime-generated content. By moving away from static raster maps, developers can implement dynamic material changes without the memory overhead of multiple texture swaps.
Since you mentioned runtime changes, does that mean the CPU will be doing more heavy lifting to render those shapes? I am curious if that just trades one bottleneck for another.
This is the only way we escape the 100GB install loop. Why are we still shipping raw raster data when we could use mathematical descriptions? This is the end of the bloated download.
This could be a huge win for accessibility on older hardware. It might allow a wider range of players to experience high fidelity worlds without needing a top tier GPU.
I am not sure about the hardware accessibility part. Usually, new proprietary systems like this require updated drivers or specific API support, which often leaves older rigs behind anyway.