quote: Lets do some real-world calculations for a game starting development now
This sounds good, but then we look at your calculations...
quote: pretty detailed resolution: textures are a cool 512*512*32
OK, 512*512*32 = 8,388,608 (or 8MB)
quote: One character can occupy a tile, no more.
OK, so you''re apparently figuring that there is only one texture per model, but the problem is that the suggestion here is for multiple textures per model. Let''s continue with the calculations here...
2 * bodies per race (1 per sex) = 16MB each race.
5 eyes per sex @ 64x64x32 = 1310720 or a little more than 1MB for eyes...
5 noses per sex as per eyes, that''s basically another MB, toss in the chins and that''s another MB.
hair will be more complex, probably closer to 256x128x32, or 1MB for each hair texture. So you end up with 10 hair textures for just one race, that''s 10MB.
All right, you''re currently up to around 32MB per RACE. Make that 12 races and you''re stuck with loading 384MB just for character textures. Even if you drop down the detail a little, you still have to load the models, all the stuff for the zone that you''re in (the zone itself), the character models for what is present in the zone, the textures for those characters, etc...
There is a reason why, even at 762MB of RAM my roommate doesn''t get suggested for loading all enhanced character models and textures in EQ.
I wasn''t telling him not to do it, but that there is a price for doing it and unless you''re doing Unreal Tournament (where there are very few of these textures loaded, though they are big), the cost in memory is most definitely there and can get out of hand before you realize it.