Texture size is way less important than generally assumed. Look and style are really paramount, also how they are applied. (To clarify: I am in no way saying that resolution isn't important, just that its impact is overstated by the gaming press and the modding community).
I am 99% sure that GDNomad uses barely any textures with a resolution above
1024x1024, I even assume that most things are around
512x512.
FPSCreator has a very strict memorycap, that means that you can only load very little into the memory before the whole thing crashes. As Wooden House has a shader effect on almost everything, he also needs the _N and _S maps, cluttering the cap even more.
FPSC games tend to play in small hallways and little houses because the average FPSC map is the size of 4 rooms and a larger hallway. Its all you can squeeze in without it either crashing during build or while loading in the final game.
In early versions of my game Acythian, I was trying to use mostly 4096x4096 sized textures for environment props in a stupid attempt to trick the blurry postprocessing. Didn't work...and the difference was not all that noticeable when I went back to contemporary sizes. For most things, your monitors resolution will be restricting the pixel count anyway so that many resolutions above 2048 are utterly pointless.
Even the props in current gen games aren't that high res. 1024x1024 is the average standart AFAIK.
Quote: "And what do you mean "your" gameguru games?"
I wasn't entirely serious with my complaint but sure!!
I'm currently working on this thing.
This is
an ongoing art project that actually also started in
FPSCreator.
Also: Everything is not fine. GG in its current state DOES have an ugly renderer.
Most is the way it lights, some is its shaders and some more its postprocessing and lack of current gen filtering...or even last gen filtering.
Since I never miss an opportunity to do this,
here are screenshots taken in the unreal engine of a scene with lighting and without, for you to see the difference of its impact and that its among the most important aspects of graphics.
-Wolf