I am pretty sure the whole story behind texture compression like DXT was all about getting higher performance in a time where cards were still growing. Think about it though, one detailed JPEG texture of 512*512 can easily eat up 200KB. Suppose you had about 50 different textures visually, that's already 100MB! Texture compression likely does the JPEG's job over BMP and blurs details so you get like 30MB tops.
I think nVidia came up with it, wasn't it?
Anyways, as we can see, just uncompressing and returning to what is supposed to be the REAL quality setting any game should have, that is, NORMAL graphical display, can create so much bottleneck on modern systems. Then again this is Doom III, not Final Fantasy XI. But still, I predict we will finally move on to crisp clear texture detail once 512MB cards are mainstream, or there is enough on-board memory to have uncompressed textures. Shame to have to lose your own created texture's quality in every game you make, just because there isn't enough memory on-board to support the load! It'd be like taking pics and the digicam automatically reduces quality and blurs areas while transfering on your cheap comp.
But at least soon we might have a time where no more compression is needed, and amazing quality will be there. That is, if texture compression was THAT bad at all! :tongue: (they state there isn't such a large difference between High and Ultra High in DOOM III)
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<font color=red>NNNNNNNNNNNNNNN
<font color=white>XXXXXXX<font color=green>S<font color=white>XXXXXXX
XXXXXX<font color=green>SSS<font color=white>XXXXXX
XXXXX<font color=green>SS<font color=orange>g</font color=orange>SS<font color=white>XXXXX
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