Why did CDPR go with such low-resolution textures for environment?
NPC, character, and monster textures are fine, but environmental texture use very low resolution in Witcher 3... All 3 platforms - PC, Xbox One, and PS4 can handle much higher resolution environmental textures than those in Witcher 3 without performance cost. It has been shown again and again and high resolution textures take up more VRAM, but are very light on GPU. Xbone One and PS4 have a TON of memory for high resolution textures and on PC's, 1080p maxed out takes about 2GB of VRAM. CDPR could at least provide true Ultra-quality high resolution textures for those 3GB of VRAM or more.
Quadrupling or at least doubling current environmental texture resolution in Witcher 3 would improve quality more than adding more tessellation, lighting effects, etc.
What stopped CDPR from using better environmental textures? It could not be PC specs, Xbox One, or PS4 specs, so what was it???
NPC, character, and monster textures are fine, but environmental texture use very low resolution in Witcher 3... All 3 platforms - PC, Xbox One, and PS4 can handle much higher resolution environmental textures than those in Witcher 3 without performance cost. It has been shown again and again and high resolution textures take up more VRAM, but are very light on GPU. Xbone One and PS4 have a TON of memory for high resolution textures and on PC's, 1080p maxed out takes about 2GB of VRAM. CDPR could at least provide true Ultra-quality high resolution textures for those 3GB of VRAM or more.
Quadrupling or at least doubling current environmental texture resolution in Witcher 3 would improve quality more than adding more tessellation, lighting effects, etc.
What stopped CDPR from using better environmental textures? It could not be PC specs, Xbox One, or PS4 specs, so what was it???


