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I don't think this is true when you count texture uploads. Loading 8 GB of textures over the network would take a while.


Only once, then subsequent references to the texture(s) would be done via descriptor. Most game engines will preload large assets like textures before rendering a scene.


That really depends on the game. Loading every texture in advance isn't practical for all games - many newer "open world" games will stream textures to the GPU as needed based on the player's location and what they're doing.

Also, modern game textures are a lot of data.


True, on-demand loading/unloading of large textures still needs to be handled. Video streaming handles congestion by sacrificing fidelity to reduce bitrate. A similar approach could be taken with textures by downsampling them (or, better yet, streaming them with a compression codec that supports progressive decoding).




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