About ID tech 5
ID tech 5... it's really strange. Mega texture is actually a technology for dynamically detaching and loading rendering resources. The main topic of the next generation of ID technology is probably because the rendering technology hardware used in movie is unable to keep up with the uniform ID Lighting/shadow/shader solution, similar to the categories involved in global illumination (global light, soft shadow, light energy transfer, etc.), motion blur, depth of field, and better concave and convex effects, these are extremely dependent on hardware effects. It is impossible to use superb Software Technologies for substantive solutions, mostly trick. It does not develop an independent technology. So it is converted into a more practical project implementation solution. The main goal is to improve the productivity and details of 3D virtual reality.
According to the movie explanation, the main target of this technology is to release vr3d construction from the limited memory of the video card. This frees art from the heavy Paster reuse and rendering. Because vr3d mainly consumes resources on textures, this technology mainly targets texture. In fact, geometry can also be used as a dynamic resource. Once resources related to rendering are managed as dynamic streams, a side-effect benefit is that the VR world can be changed to dynamic. Change texture/geometry at any time.
Next Generation and later game development will require explosive growth in VR construction details. In the early stages of 3D development, I gave you 5 million triangles and a real world. But now it seems that 5 million is far from enough. In particular, after the concave-convex texture technology gradually matures, resource production has become the biggest cost of game production. The ID technology is committed to solving the following problems: 1. explosive growth of 3D VR resource demands and limited graphics card display; 2. explosive growth of demand for art resources and high productivity costs.
So Id emphasizes that this demo only takes a few days. If you do not need to elaborate on it, let the art be drawn according to the global world, and the speed will naturally increase. In this way, combined with reasonable tools, we can solve some major bottlenecks encountered by 3D graphics.
Therefore, from this point of view, the most useful application object of this technology is actually in virtual reality. In some early school studies, the out of core of the outdoor terrain geometry has been relatively mature. Wow is also an example. However, wow dynamically loads and unmounts 3D resources at several hundred square meters. ID tech 5 is carried out at the pixel level. Many clever ideas are certainly used. It's not something you can guess.