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{{Useful Notes}}
[[Bitmaps, Sprites and Textures|Digital images]] are composed of dots arranged on a grid. Each of these little dots is called a ''pixel'', a contraction of the term 'picture element'. The same is true of the texture graphics that get drawn onto polygons in 3D games; a ''texel'' is simply a pixel within a texture image.
As part of their performance specifications, [[Graphics Processing Unit|graphics cards]] often describe how many texels they can process each second. This is their texture fillrate: the number of times a [[GPU]] can access a texture in a single second.
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Now we have high definition systems, which offer both high screen resolutions and high texture resolutions. The latter is important, as PC games could do high screen resolutions for years, but with standard resolution textures, that was just "upscaling"; the methods of shader post-processing to hide the blur of upscaled textures often looked artificial.
With the more modern GPUs on [[
As for fitting all the texture resolution, that's partly thanks to memory, and partly thanks to [[Texture Compression]].
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