MegaTexture/Visibility


(MrRee) #1

I’m wondering if some of you good people to maybe clear up something thats been bugging me since the whole MegaTexture announcement.

Having mapped in all iterations of the Quake engine, it’s always been of paramount importance to maintain strict control of the scene visibility to ensure top performance. This was enabled with good use of hint brushes and PVS, and more recently in D3 engines, well placed visportals.

With the huge draw distances expected from MegaTexture, what techniques need applied to achieve maximum performance?


(Ciabs) #2

I don’t know anything about mapping, but being the megatexture a unique massive texture that’s gonna be loaded anyway at map loading, I think there shouldn’t be any visibility/performance issues, since the map will be always fully loaded and always being using the same amount of VRAM, regardless if you’re in a narrow corridor or out in the open…


(kamikazee) #3

Actually they don’t use VIS at all for the terrain if you can believe Carmack. Here’s a quote Paul “Locki” Wedgwood, taken from this interview:


(MuffinMan) #4

there still will be some vis control - it’s not only the floor texture after all, it’s trees, buildings, items, vehicles, players, explosions… I can’t imagine them to render everything and switch completely to box maps