Lot of people tends to overthink and overrate this topic especially nowadays. Long story short, when you determine the texel density, you are assuming some worst case scenario, when the asset is the closest possible to the viewer (sometimes they cant get close) and you are calculating the maximum res / density. Texture…
Thanks for the reply!I already took a sneak peek into virtual textures, but I wasn't sure if sacrificing shader-simplicity to gain memory would be worth the deal. I really don't have a clue how these relate to each other. But now that I'm somewhat deeper into the matter and making my memory calculations, I see my potential…