Marco van Zuylen (weer een Nederlander/Belg?) van Beyond3D heeft een artikeltje in elkaar gedraaid over het verschil tussen kleine (256x256) en grote (2048x2048) textures:
This is the year of a new generation of 3D cards. The 'net is swarming with every kind of discussion, review, and preview for the new technology. With the advancements in 3D rendering there have come a lot of new effects like bump-mapping, anisotropic filtering, and others which most cards will support. There is a difference though, between the two main cards which are sure to dominate. Voodoo3 and TNT2 fans have been debating the merits of the 16/22 VS 24/32 bit output, and the support for 256*256 VS 2048*2048 large textures.I've been thinking a lot about the last discussion, and I wanted to see with my own eyes what the difference was between 256*256 and 2048*2048, and what S3TC (S3 Texture Compression) and Vector Quantization Texture Compression were. To test these things, I used Quake III Arena as a reference point. I have had the test running here for a while now (Linux) and I’m sure many of you are now playing the Windows version. Quake III Arena (Q3A) uses textures up to 512*512*24.
Marco heeft een 2048x2048 grote texture in elkaar gefotowinkelt. Het kwaliteitsverschil met de blurry 256x256 textures van de V3 is behoorlijk heftig. Check Beyond3D voor de info.