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MegaTextures (VirtualTextures) with A8?
#293150
10/09/09 14:57
10/09/09 14:57
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Joined: Oct 2004
Posts: 900 Lgh
rojart
OP
User
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OP
User
Joined: Oct 2004
Posts: 900
Lgh
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Would be a very impressive feature for the new Acknex 8 Version in the future. Note: "MegaTexture refers to a texture allocation technique facilitating the use of an extremely large terrain texture instead of repeating multiple smaller textures. It is featured in Splash Damage's game, Enemy Territory: Quake Wars and was developed by id Software technical director John Carmack. MegaTexturing employs a single large texture for static terrain. The texture is stored on the hard disk and streamed as needed, allowing large amounts of detail and variation over a large area with comparatively little RAM usage. The upcoming game Rage powered by the id Tech 5 engine uses textures that measure up to 128000 x 128000 pixels." http://en.wikipedia.org/wiki/MegaTexturehttp://s09.idav.ucdavis.edu/talks/05-JP_id_Tech_5_Challenges.pdf [video:youtube] http://www.youtube.com/watch?v=XnBPqrhY3hw[/video]
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Re: MegaTextures (VirtualTextures) with A8?
[Re: Espér]
#293163
10/09/09 16:40
10/09/09 16:40
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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yes, indeed a great feature.
but there are things with higher priority imo.
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Re: MegaTextures (VirtualTextures) with A8?
[Re: Superku]
#293785
10/13/09 20:04
10/13/09 20:04
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Joined: Jul 2005
Posts: 1,002 Trier, Deutschland
Nowherebrain
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
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I imagine(I've seen the video's)this is very "handy" in the end is it not the same as swapping constantly, on one hand you swap a bunch of 512pow2 textures and the other swaps out chunks in 512pows chunks....am I wrong? The way I understood it, is it was for the artists convenience at level editing time....for the most part.
Do not get me wrong....I want I want.
Last edited by Nowherebrain; 10/13/09 20:04.
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Re: MegaTextures (VirtualTextures) with A8?
[Re: Yaz90]
#294322
10/18/09 11:31
10/18/09 11:31
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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To implement something like this you need some multi-threaded background loading of models and textures first and a very efficient scene-management. The file and memory management including fast and good compression is the key to implement something like this. The side-effect is that it can run on systems with low memory as well (like game consoles).
Models, Textures and Games from Dexsoft
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