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Pixel vs. Texel: Difference between revisions

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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 [[PlayStationPlay Station 3]] and the [[Xbox 360]], texture resolutions have been extremely high, but screen resolutions have sometimes been actually lower than the accepted HD minimum of 720 pixels high. This is primarily due to the rise in programmability in GPUs. Executing a complex program can take quite a long time; complex programs also use more textures to do specialized effects. Lighting, proper shadow, in short, all of the things we accept in modern graphics-intensive games, have a cost to them. And that cost comes primarily out of the pixel fillrate. Reducing the overall pixel count means less work for the frame buffer, with the same performance.
 
As for fitting all the texture resolution, that's partly thanks to memory, and partly thanks to [[Texture Compression]].
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