It might be a good idea to google around. There is on GamaSutra an article explaining the technique behind megatextures which could help gain some insights.
What goes for the mega textures itself it is definitely geared for outdoor scenes although seamless transitions to indoor should be possible. At last a demo video of Rage claimed so. It's though some time ago so I don't remember anymore how exactly it looked like. The advantage of mega textures are a couple though. First you have only one set of textures ( or rather said concentric tiles, 4 to be precise ) you render with. This prevents multi-pass rendering as required with conventional texture-blob terrains with decals. Also it avoids repetition in terrain textures which usually are covered by cleverly placing vegetation props. Also resolution problems as prevalent texture-blob are not existing. That said it introduces also some problems ( depending on your game that is ). First it requires tremendous disk space even if John came up with quite a clever compression ( which is variable but requires mappers to designed areas as higher compressable which is not always a good thing to offload on mappers ). Another problem is that only smaller changes to work geometry is possible since it requires repainting the affected texture area. There had been a discussion at GameDev about this and although I can understand the late-changes=fail faction I'm a large prototype guy myself so blocking changes for me is a red towel.
So in general it can be boiled down to this:
+ no repetition in terrain
+ requires few render passes
+ high visual appeal
- dynamic terrain is problematic ( changing terrain features or texture )
- disk consumption for moderate game world is huge ( unsuitable for huge game world )
- hostile to map geometry changes
My game for example is based around high interaction with the environment ( dynamic environment ) and huge worlds. For such a setup this technique is not suitable which is why I'm working on something similar but inspired by the old game Trespasser ( for those still remembering this little gem ). Mega Texture has a certain resemblance to their terrain engine but the Trespasser one is different in an important part which makes it suitable for huge worlds whereas mega texture is not. Let's see if I can revive this technique for todays demands ( various material properties, deferred rendering and so forth ).
What goes for the mega textures itself it is definitely geared for outdoor scenes although seamless transitions to indoor should be possible. At last a demo video of Rage claimed so. It's though some time ago so I don't remember anymore how exactly it looked like. The advantage of mega textures are a couple though. First you have only one set of textures ( or rather said concentric tiles, 4 to be precise ) you render with. This prevents multi-pass rendering as required with conventional texture-blob terrains with decals. Also it avoids repetition in terrain textures which usually are covered by cleverly placing vegetation props. Also resolution problems as prevalent texture-blob are not existing. That said it introduces also some problems ( depending on your game that is ). First it requires tremendous disk space even if John came up with quite a clever compression ( which is variable but requires mappers to designed areas as higher compressable which is not always a good thing to offload on mappers ). Another problem is that only smaller changes to work geometry is possible since it requires repainting the affected texture area. There had been a discussion at GameDev about this and although I can understand the late-changes=fail faction I'm a large prototype guy myself so blocking changes for me is a red towel.
So in general it can be boiled down to this:
+ no repetition in terrain
+ requires few render passes
+ high visual appeal
- dynamic terrain is problematic ( changing terrain features or texture )
- disk consumption for moderate game world is huge ( unsuitable for huge game world )
- hostile to map geometry changes
My game for example is based around high interaction with the environment ( dynamic environment ) and huge worlds. For such a setup this technique is not suitable which is why I'm working on something similar but inspired by the old game Trespasser ( for those still remembering this little gem ). Mega Texture has a certain resemblance to their terrain engine but the Trespasser one is different in an important part which makes it suitable for huge worlds whereas mega texture is not. Let's see if I can revive this technique for todays demands ( various material properties, deferred rendering and so forth ).
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