- Jul 18, 2003
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(for 2D resolution at 1400x1050) = 1470000bits*32bit color=47040000bits*(byte/8bits)*(1kb/1024bit)=5742.2kb or 5.7422MB of memory
Now 3D gaming at that resolution with a 60Hz refresh rate would require 5.7422MB*60 (I think) or 344.532MB.
I did the same calculation for 1600x1200 and came up with 450MB of memory. Is my calculation incorrect or is this why we have to have texture compression, and my answer would be correct assuming uncompressed textures?
Now 3D gaming at that resolution with a 60Hz refresh rate would require 5.7422MB*60 (I think) or 344.532MB.
I did the same calculation for 1600x1200 and came up with 450MB of memory. Is my calculation incorrect or is this why we have to have texture compression, and my answer would be correct assuming uncompressed textures?