A straight extract from a John Carmack’s interview:
It’s an internally developed project which actually uses a newer version of that technology. I did the stuff for Splash Damage maybe a year and a half ago. At the time, it was only useful for the terrain, which is a special case with this kind of deformed flat surface, and you couldn’t use that technology for the buildings and the vehicles, and stuff like that. They’re still kind of struggling to get the memory requirements for that down right, because the terrain is still managed by a small block of memory for the megatexture, but everything else is still dealing with static allocations on things.
Source: http://spong.com/detail/editorial.jsp?eid=10109375&cid=&tid=&pid=&plid=&page=2&cb=203
So, John Carmack developed a MegaTexture technology for QuakeWars a long time ago and now they have a newer version of this technology but are they going to share it with Splash Damage? Will Quake Wars use this “old” version of MegaTexture techology? Would’t the game be better if it used the newest version?