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zarx said:
Adinnieken said:

Sorry, it isn't.

Tiled Resources is a thing only two existing companies have worked on and have patents for, one of them is Microsoft.  None of them is AMD or NVidia.  The other is PowerVR owned by Imagination Technologies.  Neither AMD nor NVidia are licensees for PowerVR's patent technology.

You're mistaking Tiled Resources with Megatextures.  They are not the same.

Tiled Resources are akin to Paint-by-Number.  Where a letter represents a texture image used.  A tiled resource is made up of multiple small texture tile images, 32x32p, 64x64p, or whatever ratio the final image requires.  Tiled resources looks at the entire geometry of a scene and only applies a texture to the visible area.  Ultimately this requires fewer resources, making tiled resources both GPU and memory efficient.

Megatextures require a very large, final image to act as the texture.  Up to 128000x128000.  These textures are then overlaid, one on top of the other.  So as you move, the texture that offers the infocus terrain is more visible.  While this is less GPU intensive, it is heavily memory intensive.     

The Xbox One doesn't use hUMA because the Xbox One uses eSRAM.  The GPU and the CPU in the Xbox One, as in the Xbox 360, can access the same memory but the GPU also utilizes the eSRAM. 

Not true AMD's GCN has native support for tiled resources they called it Partially Resident Texture you can read about it here http://developer.amd.com/wordpress/media/2012/10/Partially%20Resident%20Textures%20on%20Next-Generation%20GPUs.v04.pps (The implementation in DX 11.2 is the same) and Meagexture is actually a tiled bassed system implemented in software http://renderingpipeline.com/2012/03/megatextures-in-rage/.

No, they're not the same thing at all.

A Partially Resident Texture is the same thing as a MegaTexture.  The difference is that unlike a MegaTexture, a PRT uses virtual memory to store a texture in rather than reloading it.  Both are like laying laying a large room rug down, then laying a smaller run down, and then finally laying a small rug down.

A Tiled Resource uses a film strip-like image file, made up of small texture tiles, that are mapped to a reference ID, so that like a paint-by-number painting, the geometry is tiled with the appropriately referenced texture tile.

PRT gains efficiency by using virtual memory, rather than re-reading necessary texture resources from the HDD.

Tiled Resources gains efficiency by using small image files, reusing texture tiles, and neither building nor texturing geometry that isn't visible.