Okay, I just tested it. I used that same 2048x1024 texture and placed it on the sets of 2 squares each on 16 possible. This gives about 32 megapixels per model. I've got 24 of these models in there giving 768 megapixels and I'm still getting 80 fps! That's about 60 gigapixels per second.... To go further, I'll need to make the model bigger with more polygons or just have a bigger skin size. This is no joke ya know. I'm running the experiment right now as I'm very curious to what the limit actually is. 60 gigapixels (and this is with all of the objects on the view at once ya know) is way higher than ATI is showing.
Edit: Okay, I've expanded on it further and I'm still getting 70 fps with 3 giga pixels. The poly count is getting too high so it's further limiting my experiment. 210 gigapixels per second....
Edit #2: Well, I've reached my hardware's limit (video memory mainly and max texture size) and with 7 gigapixels for the entity skins (14 of these (I could go 15 though at the absolute maximum, but I might run out of video memory entirely (I have a 128 MB card; 15 of these would use up 120 MB, then I got the screen display and other stuff and at 14 objects (112 MB), I should be safe.).)), at 70 fps (even peaking into the 80 fps range), that's still an impressive 500 gigapixels per second. If you want, I could send the experimental level, the entity I'm using and you could see for yourself. I'm not joking either.
Last edited by ulillillia; 06/17/05 18:57.