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?