not really no When you're stood on a 1km square tile at 1m resolution you're handling/rendering a million verts with a static lod in the same scenario on a heightfield with smooth lodding you ditch a shit load of those vertices that's before you consider the other reasons 1: you have to get those meshes to the GPU every…
Virtual texturing generally refers to a mechanism that allows you to only stream in the the parts of a texture that you can see at the mip level that you can see. Unreal has its own implementation but everyone else will be building it on top of directx12 It should be largely transparent to the artist and really just means…
it looks like they send the terrain to the GPU as a texture and generate the mesh there instead of making a mesh and sending that to the GPU. This isn't exactly revolutionary - in fact, it's generally what you should be doing. you don't have to store lods, you can take advantage of your texture streaming system, you can…
You have to format the link without the mobile URL (youtu.be) so it looks more like this, but unfortunately Vanilla Forum software doesn't support timestamped embeds, FML. So you have to copy/paste the URL into a new tab or window. https://www.youtube.com/watch?v=xKWa4WoTkV4&t=1766s
There's not much info in the video there. But if you search star citizen virtual terrain texturing there are some interesting links, like https://www.adobe.com/products/substance3d/magazine/star-citizen-texturing-sci-fi-open-world-game-substance.html
Hardware tessellation is modifiying a mesh - there's no need for that in this scenario. It'll be a simple, regular heightfield grid with conventional smooth lodding just like you see in most game engines. the new/clever part is in how they stream texture data. They mention patches and its the obvious way to manage that…