Anyone ever had a look at TGEAs Atlas2?
Its hard to find enough cons to massive size terrrain which are cached etc :-)
Massive in this term is not as small as B3D or with such performance break ins as the one of 3DWS when used in some usefull sizes.
I'm talking of 32k x 32k ++ heightmaps and the like, which take hours to days when the terrain map and lightmap is generated side a side to them.
Such terrains run at the same speed as if you used a 256x256 heightmap.
For such terrain and caching technology, I think a mega texture make sense, as it would be a far larger work to make data files to hold all the stuff (especially foliage, light, shadow and detail map as well as potential material declarations) and working usefully with the streamed caching technics.
Its hard to find enough cons to massive size terrrain which are cached etc :-)
Massive in this term is not as small as B3D or with such performance break ins as the one of 3DWS when used in some usefull sizes.
I'm talking of 32k x 32k ++ heightmaps and the like, which take hours to days when the terrain map and lightmap is generated side a side to them.
Such terrains run at the same speed as if you used a 256x256 heightmap.
For such terrain and caching technology, I think a mega texture make sense, as it would be a far larger work to make data files to hold all the stuff (especially foliage, light, shadow and detail map as well as potential material declarations) and working usefully with the streamed caching technics.