ThriKreen said:
Vectors are much more expensive when it comes to CPU power to justify the cost if you're trying to use them to replace textures. Even a basic square could get rendered as 2 triangles, so your 5000 triangle model could jump to 50,000 or 500,000 triangles.
You can't compare basic 2D triangles with 3D triangles that need their vertices transformed, their normals transformed and a projection matrix calculated before you can begin texturing.
Eclectic Dreck said:
Considering that the same can be achieved without computational expense by simply having multiple levels of detail for textures along with the capacity to buffer and load them quickly and reliably, vector graphics again fail to impress. Until such time that the computational expense problem is solved or rendered moot (when triangle density equals pixel density), the trade off simply isn't a useful one.
But you can't just keep loading bigger textures because there's a limit to how large the game can be. It has to fit on a few discs or be readily downloadable. While vectors, though not adding extra detail, succeed in not looking shit when you zoom in.
Eclectic Dreck said:
Especially when your dealing with either ancient hardware already being flogged to an inch of it's life using simpler technology or, on the PC side, such an abundance of memory that having dozens of levels of detail for any given texture is perfectly possible.
The PC has plenty of memory but there is, once again, a limit to how much can be delivered on discs or downloaded from the internet. And I'm still not convinced that even the aging consoles would have that much trouble with it. They run at 30 fps because competition forces AAA devs to have as much detail as possible without the fps getting worse. Even if they became a million times faster, devs would just add more detail and effects until they slowed back down to 30 fps. Just because they run at 30 fps and are inferior to PCs doesn't make them unable to handle a simple pixel shader.
Eclectic Dreck said:
Moreover, the problem you seek to solve isn't a particularly common one in most games. It isn't often that we are asked to closely examine a texture.
It's likely that developers specifically avoid giving us a reason to look closely at random things because they know how bad they will look. You might have noticed that games hardly have any secrets anymore. You might have noticed how linear many games are. Perhaps if you could get closer to random objects without the textures looking bad, they wouldn't be so shy.