Yeah, aka blowing up a 800x600 rez texture to 2048x1152 looks like crap. Idk what the dev was commenting on exactly, but I hope he was talking about textures not our monitors max resolution...
You're using screen resolutions... And textures don't get "blown up" in size. They stay at the same resolution no matter the screen resolution. Also, textures are almost always NxN where N is a power of 2. In Oblivion you see anywhere from 32x32 to 512x512 ... There may be some 1024x1024, but I somehow doubt it.
I do know that.I expect the devs to at least put some effort into the PC version, like making higher res textures since PCs can handle it easily.If you compare vanilla Oblivion maxed to console Oblivion maxed, the visuals are quite different.And I don't mean resizing textures either. I think they would do something like Qarl did, but less... big?
Couldn't they compress them? I mean, they have the .bsa compression, maybe there could be even more compression when it is on the disc. And if you choose hi-res, they get uncompressed, but if you choose lo-res, then they aren't installed...?Frankly, I wouldn't be troubled if there was an extra install disc with different texture packs (hi-res) and other optional features for installation. :shrug:
Textures are already compressed. And then compressed again. They are stored in DXT1/3/5 (for DirectX anyway) to be uncompressed by the GPU at runtime, but they are further compressed in the BSA. The textures folder takes up about twice the space outside the Textures BSA. There is no more compression available, so to speak, unless they use a proprietary texture format and a higher BSA compression. Both which will have tradeoffs for CPU/GPU time spent doing the decompression.
Games barely fit on DVDs anymore... I doubt they have the room to double the texture size. It also depends on the time they have to devote to asset creation... Maybe the higher level of detail needed for a 2x texture increase pushes the time needed per asset up too high, and keeps them from reaching deadlines.
The other clincher is of course "modern" console GPU limitations. Vanilla Oblivion already pretty much maxes out the 256MB of VRAM at all times. Skyrim appears much more visually detailed, and this is due to optimization in their new engine. But they're still probably maxing out the VRAM.