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megafenix said:

Yea, i am sure that storing 10MB textures in RAM of 1GB is easy, but since they cannot fit the textures in the texture memory directly they would lose a lot performance, thats why breaking down the high resolution textures into tiles to fit them in texture memory would be ideal, and since the first image has a terrain that looks tiled i suspect they have used  the Paging Textures technique

ftp://ftp.sgi.com/opengl/contrib/blythe/advanced99/notes/node68.html

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Paging Textures

As applications simulate higher levels of realism, the amount of texture memory they require can increase dramatically. Texture memory is a limited, expensive resource, so loading high resolution images as textures is not always feasible. Applications are often forced to resample their images at a lower resolution to make them fit in texture memory, with a corresponding loss of realism and image quality. If an application must view the entire textured image at high resolution, there may be no alternative to this approach.

But many applications have texture requirements that can be structured so that only a small area of large texture has to be shown at full resolution. For example when textures are used to produce a realistic flight simulation environment, only the textured terrain close to the viewer has to show fine detail; terrain far from the viewer is textured using low resolution texture levels, since a pixel corresponding to these areas covers many texels at once. For many applications that use large texture maps, the maximum amount of texture memory in use for any given viewpoint is bounded.

Applications can take advantage of this phenomena through texture paging. Rather than loading complete levels of a large image, only the portion of the image closest to the viewer is kept in texture memory. The rest of the image is stored in system memory, or on disk. As the viewer moves, the contents of texture memory are updated to keep the closest portion of the image loaded.

There are two different approaches that could be used to address the problem. The first is to subdivide the texture image into fixed sized tiles and selectively draw the geometry that corresponds to each image tile, one at a time, reloading texture memory for each new tile. This approach is difficult to implement. Tile boundaries are a problem for GL_LINEAR filters since the locations where the geometry crosses tile boundaries need to be resampled properly.

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Is just a thought so I will not go to further on that, maybe i could somehow get the answer from them

What "texture memory"? Wii U doesn't have a dedicated bank of RAM for textures.