needed a wide palette of textures to look good. In order to save space, larger textures were composited from reusable smaller textures.
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Replying to @paniq
80's and 90's videogames made ample use of semantic compression to fit storage and memory budgets: tile maps, palettization was very common.
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Replying to @paniq
Even today, big budget games, despite their HD textures and intricate polygon soups, reuse textures and models as much as they can.
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Replying to @paniq
Improved shading techniques are also a form of semantic compression. Realtime radiosity and shadow mapping obsolete baked shadow maps.
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Replying to @paniq
And lastly, programs themselves are semantically compressed data - a program is literally a list of work steps to execute.
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Replying to @paniq
The reason I got back to this was the recent showcasing of Media Molecule's Dreams, which uses semantic compression in a big way.
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Replying to @paniq
Rather than storing the finished models (which are rasterized as point clouds), the game's database stores the work steps to make a model.
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Replying to @paniq
Models can be built from other models (this guy's Eye model, that guy's Head model), and so complex composite models compress very well.
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Replying to @paniq
Like werkkzeug, this method has its own rules, its own limit on expression, but in exchange it permits an amazing density in information.
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Replying to @paniq
@TimSweeneyEpic new kind of bug reports "When I load up the game, some walls have messages like 'Help I am trapped in a texture factory'"1 reply 0 retweets 1 like - 1 more reply
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