Hi, I have been creating an environment for my game and I know from previous experience that megatexturing is best for this type of thing for great results (or at least with other game engines). With blender, there is a problem. My terrain needs to be 1 by 1 kilometres. squared. That is 1 000 000 squared metres. That is 512 000 000 pixels :eek:. That is one massive PNG file (2560GB with GIMP compression). Creating this would mean I would need to edit the uncompressed texture. I would need over 12 terabytes of RAM :no:. This is impossible, though I could use smaller textures, the game would still require ~6GB RAM just for 1 texture (and that’s only the terrain). Other game engines like which have Bethesda used for games like Skyrim, Brink, and RAGE all use megatextures for a more organic feel, and do it by loading only certain textures at certain distances and at view points (almost like occlusion culling) and manage to keep texture sizes low using great compression.
Could someone please explain to me how I can achieve this using Blender’s Game Engine?