3d moon texture

Out of context: Reply #6

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  • detritus0

    nVidia recently showed off some of their tech using an in-house made replication of the moon landing site. if they have blog entries on How they Did it, that might be a worthwhile starting point to see shat cheats and effects they used to make their experience 'real'.

    Starting off with a geography-scale texture map as you seem to want to do strikes me as being ... unconsidered..

    http://www.nvidia.co.uk/coolstuf…

    • 'shat cheats'?

      *what cheats!
      detritus
    • With VR, framerate is everything. Using a large texture can be an acceptable trade-off to keep things stable.face_melter
    • Sure, but a moon-sized texture map?!detritus
    • And I just thought - my suggestion of using geometry would be a nightmare when it comes to building the lightmap.face_melter
    • Textures really don't seem to be effecting VR performance much. Its the geometry that slows it down. In my experience anywayCygnusZero4
    • Its like once the textures load on the front end, everything runs great. But if there is like millions of poly's, forget it, it will probably have fps issueCygnusZero4

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