How virtual textures work

1 day ago (shlom.dev)

> The result was visually striking. Repeating tile patterns disappeared, and artists could paint unique detail across large environments without concern for reuse. The primary cost was not GPU throughput, but latency elsewhere in the system.

No, the primary "cost" was artists having to fill a world with unlimited textures instead of just filling memory and then having to make due.

The constraint of "limited texture memory budget" also puts a constraint on how much work the artists can do. Remove that constraint lets artists do unlimited work. It might sound like a plus because "freedom!" but it turns into a minus trying to actually ship on time and at budget.

I get that wasn't the point of the article's "cost", but thought it was worth mentioning.

  • The pop-in and stuttering with RAGE was pretty bad. They finally dropped this method of virtual texturing in Doom Eternal.

  • Time budgets still exist.

    This just let you do things like many layers of baked in multi texturing in places where artists had previously ran into engine constraints.

    Honestly, having to "make do" when your budget was full probably took more time trying to find neat hacks.

> Texture binds multiply. Draw calls explode. Bandwidth usage spikes. You spend more time feeding the GPU than rendering.

Is this AI?

  • Its just a casual writing style, written like how you might describe it verbally to imply the list of ill effects goes on and on.

  • Probably just Aspie, judging by some of their other writing (including their About page). I've seen Aspie writing misidentified as LLM output surprisingly often.

A good portion of the world and Lenna herself have asked that image be retired.