the engine featured 20 GB of texture data (using a more advanced MegaTexture approach called Virtual Texturing,[4] which supports textures with resolutions up to 128000x128000 pixels), and a completely dynamically changeable world. This technique allows the engine to automatically stream textures into memory as needed, meaning that the developer need not concern themselves with memory restraints or texture limits. This has the advantage of simplifying the creation of content, by eliminating the need to adapt content for different platforms. The engine automatically optimizes resources for cross-platform development, making it possible to render the same models on different platforms, while only creating them for one platform, further simplifying cross-platform development.[5]
just some more from it.







