Virtual Texturing is already used in Rage and probably going to catch on very quickly now. Its good if you have a generic game with static environments which describes anything mainstream these days. Virtual Texturing gives you the power of having high resolution textures with 100% uniqueness that apparently is what people…
It massively inflates the vertex count of your scene with the only real advantage being that you can paint seamlessly in 3D without having to unwrap anything. With the biggest drawback being that your texture becomes basically uneditable in photoshop (although as I understand it 3DCoat will let you go back and forth…
Disclaimer: I'm just a curious beginner, don't crucify me if my question seems dumb. Don't PTex's adjacency tables eliminate seams entirely? I don't quite understand the part about padding, I was under the impression that PTex had NO PADDING and only stored the necessary texels because it doesn't need to blend pixels based…