Quote: "Wouldn't the frame rate depend on the GPU being used"
Of course unless it is locked to the vsync, 60, 80, 120, 144 ect. You can disable the vsync in the setup, which gives you unrestricted framerate.But the point was to show that texture size doesn't actually impact the frame rate drastically, nor will you gain massive speed increases as a result.Texture still needs to be rendered by the GPU whether cached on the GPU or system memory, it wouldn't make a huge difference with the hybrid graphics cache systems in use by graphics cards.
But I think I need to further add, some assume that if you run out of video memory will result in a game slowly down drastically enough to make it unplayable. Video card developers would have you believe that more video memory is better, however modern memory cards uses a hybrid system of being able to cache textures and graphics in the system ram.
The penalty for this isn't significant enough to cause drastic issues, especially with the hybrid system, the caching of textures is handled directly by the GPU and drivers.A badly coded driver is the biggest overall culprit with regards to frame rates.
Video memory is almost exclusively used for graphics caching for fast access by the GPU, and with the hybrid system texture size as mentioned is mostly irrelevant for the most part.
Biggest killer is the draw calls as I mentioned gameguru is able to use and load a texture once into memory if it is used again on a duplicated object.If you have a look at the gpuz stats you will see that the memory controller load is actually pretty low, and dedicated memory used is around 130mb.
For the scene is pretty low, which is why I said you are much better off having a single 4k atlas texture which you can fit 16 1024 textures or 32 512 texture or 8 2048 textures. Which means you can have 32 512x512 different textured barrels in a scene.You will have 32 draw calls for the barrels but only ONE draw call for the texture.
32 barrels with 32 textures will result in 64 draw calls, if the textures are small enough it wouldn't make much difference, it would only use about 5mb memory, but add 31 additional draw calls.Using the 4k texture uses more video memory at about 23mb for a dds dtx1 texture but reduces the draw calls in half.
512 x 512 texture just about fits on a 100 x 100 x 100 cube and should display fine on a resolution of 1024 x1280, up that resolution to 1080 x 1920. Which is HD the 512 x 512 texture will start looking pixalated. It then requires a 1024 x 1024 texture to compensate for the loss of quality.
The alternative is to subdivide the block if using a seamless texture, from 12 triangles to 24, and basically tile the texture on the cube, but this isn't real world solution as not every texture is seamless and not every object requires it.
So while is the past there was heavy reliance on optimizing memory usage beyond the point of being insane, there far more freedom with regards to actual texture size.What you should concern you self with is the draw calls and triangles, textures will take care of them self.
Win10 Pro 64bit----iCore5 4590 @ 3.7GHZ----AMD RX460 2gb----16gig ram