Originally posted by: Matthias99
Originally posted by: Jeff7181
I think eventually we'll reach a point where lots of video RAM isn't necessary... advanced pixel shading techniques will be use to create textures on the fly. The game won't have stored textures that get sent to the video card, it'll just have code that tells it how to create the texture to display it. But then you'll get to a point where you need more RAM for all that code...
"Creating textures on the fly" is likely to require processing power that would cost a LOT more than the extra RAM would. For the moment, at least, it would be much easier to put 512MB (or probably even 1GB) of RAM on a video card than to double or quadruple shader power (assuming that would be enough for this sort of thing). However, you can use pixel and vertex shader techniques such as bump, normal, and displacement mapping to reduce the amount of triangle/texture detail you need on objects, or to vary such detail on the fly.
I do think we're going to see more and more things done with shaders, especially in a few years once we get DX10 (which will require a much more CPU-like GPU). But the end of stored/precomputed textures is a long ways off.