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MegaTexturing

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New technology has been discussed with John Carmack, co-founder of id software who worked on the Doom games and is currently using a new technology called megatexturing on the game Quake Wars.

basically it allows for unlimited sized textures to be used without overloading the memory, i think this will be very useful for next-gen games, specifically for large terrains (which Game2 will no doubt have). The only limitation is storage space (which isnt really an issue for PCs) and artist detail.

Here is a link to the article:

MegaTexturing Article

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I read this article - very interesting technology! very good idea for Game2 smile_o.gif

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Though the information about this is quite vague, it would seem this is pretty much the same thing as SGI's clipmapping...

Quote[/b] ]The only limitation is storage space (which isnt really an issue for PCs)

At OFP/ArmA/Game2's island sizes it would be a problem...

In Nogova, you have 512x512 textures on a 50m x 50m square. That's about 9,77cm per pixel. Armed Assault has a 400sqkm island, which would be 20km x 20km. To have one texture covering the whole island, at the same resolution that resistance already has (which is rather low), you would need to use a ~204708x204708 texture. With 24 bits per pixel, thats about 117 gigabytes of texture data for one Armed Assault sized island with Resistance's resolution on the texture. Double the resolution from Resistance (that many addon islands already have at 1024x1024 tiles), and you get a 468 GB texture. I hope Game 2 isn't so far away that that wouldn't be a problem wink_o.gif

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Wasn't the megatexture designed for the Doom3 engine, so it could support larger outdoor maps?

Quote[/b] ]and you get a 468 GB texture. I hope Game 2 isn't so far away that that wouldn't be a problem
:P I think Game2 might also have bigger Islands.

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(...) and you get a 468 GB texture. I hope Game 2 isn't so far away that that wouldn't be a problem wink_o.gif

I've got 500 GB of free space, but if I ever get forced to shoose between keeping my porn or installing Game2.... crazy_o.gif

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Though the information about this is quite vague, it would seem this is pretty much the same thing as SGI's clipmapping...
Quote[/b] ]The only limitation is storage space (which isnt really an issue for PCs)

At OFP/ArmA/Game2's island sizes it would be a problem...

In Nogova, you have 512x512 textures on a 50m x 50m square. That's about 9,77cm per pixel. Armed Assault has a 400sqkm island, which would be 20km x 20km. To have one texture covering the whole island, at the same resolution that resistance already has (which is rather low), you would need to use a ~204708x204708 texture. With 24 bits per pixel, thats about 117 gigabytes of texture data for one Armed Assault sized island with Resistance's resolution on the texture. Double the resolution from Resistance (that many addon islands already have at 1024x1024 tiles), and you get a 468 GB texture. I hope Game 2 isn't so far away that that wouldn't be a problem wink_o.gif

I dont know where I read about it but iirc game2 isnt gonna use the same type of islands as OFP and ArmA. I found a thread here which discusses it. Now give me a new estimated texture size  tounge2.gif

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Jesus Christ... I've never seen so many gigabytes! I prefer having a bit of free space rather than fully unique islands, thanks.

And Quake Wars looks weird. I don't like it one bit.

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And what about the making of the file itself? Would be a bit of a pain to make a hugearse file and make it all look good and whatnot,not to mention how long it would take to load up in a editing program,provided your comp doesnt freeze.

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And Quake Wars looks weird. I don't like it one bit.

If you have seen Quake 1/2, Quake wars looks quite normal smile_o.gif.

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