I've been doing quite some graphics programming over the years, but it's just now that I'm wondering why we need that much video memory as available today.
For example, using d3d/directx:
- you create some buffers and surfaces
- load a couple of tens or hundreds MB's textures
- you create lots or a few big vertexbuffers and indexbuffers
- you compile/ load a few or maybe more shaders (VS/PS)
(higher shader models possibly needing more gpu memory?)
I must be forgetting a crucial element, when thinking this way.
Who can help me out? (and maybe others, unless It's just me)
Maybe with some example numbers for the subjects above (and more)
Commercial talks are that you need 2gb gddr5 on your graphics card for higher resolutions. Do you really? Or is it for having massive and lots of textures?