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Pemalite said:

I haven't read this.
Still. It doesn't seem to be a big issue for iD Tech 5 and 6.

It's a big enough issue that id software would still rather use software virtual texturing than a hardware implementation ... 

That's HOW bad tiled resources are ... 

Practically no devs care about the feature anymore since it has too many limitations. 16K*16K is the maximum size of a sparse texture which is really small so we'd want another hardware feature such as seamless texture stitching to rectify this. 64K page sizes are too coarse, you want smaller granularity like 16K. Not all implementations support multisampled textures/texture arrays and page sizes for those are also implementation dependent. Another limitation of sparse textures is that each texture page has to backed by it's own memory, we could instead have 'tile pool' which is shared with many sparse textures allowing for new ways of doing texture compression ... 

All on top of the above, there's a lot of stalling with respect to changing tile mappings since it has to be done on the CPU ... 

Software virtual texturing has complications with texture filtering and some memory allocation overhead but at least it's more performant to deal with software indirection than CPU roundtrip stalls ... (tiled resources is straight up unusable for real-time rendering)