Also if you have huge library of stamping material, which once the pipeline is in place will grow over time there'll be plenty of resource material to work with. They can't afford the art time to generate the texture in case they can't rely on existing data.īeing an artist I'm not sure if stamping is that big an issue, one can overlay various stamps at multiple levels of transparency and use blending tricks to break the illusion of repeating detail. In that case a MegaTexture solution will offer the best possible quality with less art effort and you can build a workflow that directly gets the pre-generated data and brings it into your preferred format and layout.įor many game teams, the usage of MegaTextures will be too expensive. The overall scenario changes, when data exists that -for example- is generated from satellite images of the earth with high resolution. Instead the level of detail that is applied to the texture is reduced to an economically feasible amount. In practice this might lead to a situation where your MegaTexture doesn't hold much detail because artists would have to work a long time to add detail and this would be too expensive. ![]() In other words the main advantage of a MegaTexture, offering a huge amount of detail, is counteracted by stamping. Stamping also means giving up the opportunity to create unique pixels everywhere. As the name implies a kind of "stamp" is applied at several places onto the texture. To relieve the workload, a technique that is called "Stamping" is used. There might need to be an artists who fills a very large texture with a high amount of detail pixel-by-pixel. ![]() The biggest drawback of Partially Resident Textures / MegaTextures seems to be forgotten in the articles that I have seen so far: someone has to generate them. If you have an implementation that doesn't generate the terrain texture procedurally on the fly and you have to stream the terrain data, than the streaming cost might be similar to your current solution, so the MegaTexture might be a win here. Now with a MegaTexture there is the ability to store much more details in the large texture but it comes with the streaming cost. The advantage of procedural texture generation is that it doesn't require a lot of "streaming" memory bandwidth, while one large texture or also many small textures eat into the amount of available "streaming" memory bandwidth. That means stitching a "large" texture together out of smaller textures with one "control texture" that then also requires a dependent texture read. procedural generation of "large" textures: generating a large terrain texture is best done by generating it on the fly. This requires careful preparation of the layout of the physical media and a multi-core/multi-threaded texture streaming pipeline with -for example- priority queues. on-going texture streaming: on a console you keep streaming from physical media all the time. In Open World games, we solve the challenge of having a high detail in textures with two techniques: Let's step one step back and see what challenge a Megatexture is supposed to solve. So there is a high chance that it is available on a large part of the console and PC market soon. NVIDIA has shown it running on the build conference on DirectX 11.2. hardware filtering works including anisotropic filteringĪMD offers an OpenGL extension for this as well and it is available on all newer AMD GPUs. ![]() The advantage of using the hardware for this compared to the software solution that was used before are: Tiled Resources allow to manage one large texture in "hardware" tiles and implement a megatexture approach. ![]() One of the new features of DirectX 11.2 and now OpenGL 4.4 is Tiled Resources.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |