There seems to be alot of confusion about "4d" graphics (named hereafter as Procedural Textures, following the name given to them by ProFX, the "inventors" of them.) First off, the ARTICLE author really has no idea what he is talking about.
I will share with you with a 2 part theory as to what Procedural Textures are based on some research I have done.
Procedural Textures ARE possible on the 360. In fact, an XBL Arcade game, called Roboblitz uses Procedural Texture technology licensed from ProFX (the only company who has made the technology) in their game. The reason? It took a texture footprint of 1 gb, and made it into mere kilobytes (61kb if I recall correctly).
So how can a game use Procedural Textures to make their games much smaller?
Simple. Procedural Textures are non-descript, pre-game. Unlike traditional textures which must be painted before hand, Procedural Textures display no image initially. They are PROGRAMMED to display what they are supposed to display.
For example, lets assume your room, which contains a bed, couch and TV, is covered in Procedural Textures. So now they are, lets assume, all white. So now you want to make your room look good.
So you program the Procedural Texture on the floor to look like low pile, white carpet. You program the Procedural textures covering the walls to be off-white, satin finish. You program the Procedural texture on your couch to be black leather and so on.
How does this cut down on the texture footprint? Since written code takes up MUCH LESS space than does a painted image, its much more efficient to make a texture that can be whatever it is programmed to be, rather than paint it by hand.
The second part of my theory is how this applies to the forth dimension. Since these textures are programmed to have a certain appearance, they can also be programmed to CHANGE their appearance at a certain time, or over the span the time.
Unlike standard textures, these aren't "set in stone".
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