I hope there isn't a megatexture solution, baking a mega texture takes a ton of time, so baking a megatexture+lightmap = waiting hours to test lighting. Realtime with decent shaders please. I love the way specular and reflections are handled with the UE4 engine, glossy reflections are cheaper than normal reflection :D
We use Realtime Phong Tessellaton on Thief. From what I can tell; some of the tech will be shot down on merits of it's practicality (but please prove me wrong). From my understanding of Displacement Maps.... they won't be very cost efficient, as an UNCOMPRESSED texture will likely require a LOT more resources than tens of…
awesome thread. if there was any advantage to useing vertex colors over textures then offline renderers and film studios would have adopted those techniques. textures give you consistent surface coverage independent of topology and there are well defined sampling and filtering algorithms, storage size is constant…