Texture resolution: explained why powers of 2
At around video time 6:50 you make the comment that you can use whatever size of texture you want that is not powers of 2 and blender will be fine. While I agree with this I think there is an important point I would like to add if it is correct.
I believe from my computer training days the Powers of 2 rule applies best because the computer is going to dedicate memory only on a powers of 2 basis. So regardless of what you choose to have the computer is going to put that in a box/container that is on the order of a power of 2.
For example if you pick an image size of 900px the computer is still going to store that in a box supporting 1024 in memory. What I think this means is that you end up selling yourself short on something in the terms of pixel resolution.
Meaning a 900px image will take up as much memory as a 1024px image but you get more pixels to work with on the 1024px image.
I believe this is handled in the binary level where everything only works in twos.
Am I understanding this correctly?