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fatslob-:O said:

Technically you can compress normal maps with just about any compression algorithms that support RGB channels ... (Which is just about every commercially available hardware accelerated texture compression algorithm's on GPUs, although quality may be variable.) 

 

Well. True. But as you said, quality varies.

fatslob-:O said:

Shadow mapping in general is a dumb idea. What we probably want are solutions based on methods for hardware accelerated conservative rasterization like Nvidia's research frustum traced raster shadows or SDF based shadows (bonus is proper penumbra widening for more realistic soft shadowing and it comes with ambient occlusion as well) ... 

Or even filterable shadow maps like non-linearly quantized moment shadow maps ...

Well. It has it's Pro's and Con's like all things.

fatslob-:O said:
The last line is not true, what Doom uses is a texture atlas like many other modern games ...

https://youtu.be/la0O0SyM3gg?t=7m16s
 


http://renderingpipeline.com/2012/03/partially-resident-textures/
http://renderingpipeline.com/2012/03/partially-resident-textures-amd_sparse_texture/
https://en.wikipedia.org/wiki/Id_Tech_6

fatslob-:O said:

Partially resident textures was a good idea at first but there was no way to update the tile mappings from the GPU so you had to do it from the CPU and do that roundtrip causes a lot of overhead which can stall the game ...

AMD has hardware support for it AFAIK.






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