I just read through this thread where these techniques were recommended for texture variations/skids etc - http://www.polycount.com/forum/showthread.php?p=729964
Could someone please explain what they both mean?
Also, if these are more next gen techniques, what techniques would be used in say a PSOne or DS game? Which are comparable to the engine I'm working on, a browser based software renderer.
Some racing games on both consoles have a surprising amount of texture variety and AO etc (for example RR4 on the PS1, and Sega Racing on the DS) - given their absolutely tiny amount of RAM.
What kind of techniques could be used to cram a track full of AO, plus handle skidmarks etc on a lo-fi engine (or bullet holes etc), without using a plethora of textures?
Or even something like Burnout 3 on the PS2, seeing as the PS2 has 32 megs of RAM plus only what, 4 megs of VRAM? It absolutely amazes me just how much texture variety each track has, with the road itself being packed with AO, plus skidmarks etc. To my eyes it's mostly unique UV space, with very clever use of RAM, and possibly lower res textures than they appear. But now I've heard multitexturing decals mentioned, maybe not