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How virtual textures work

3 months ago
  • #game-development
  • #performance-optimization
  • #virtual-texturing
  • Crash Bandicoot used a virtual memory system to render richer environments on the PlayStation by decomposing levels into fixed-size pages and streaming only visible sections.
  • Traditional PlayStation games loaded entire levels into memory at once, wasting resources on non-visible data.
  • Virtual texturing applies the concept of virtual memory to GPU textures, allowing large textures to be partially resident in memory based on what's visible.
  • The system involves a virtual texture space, a page table for translation, and a physical texture atlas for resident pages.
  • A feedback pass determines which texture pages are needed for the current view, enabling efficient streaming.
  • Modern GPUs support sparse textures for virtual addressing, but engines often implement their own virtual texturing systems for better control.
  • Virtual texturing is most effective in scenarios where texture size vastly exceeds GPU memory, such as open-world games or scientific visualization.
  • The technique shifts performance bottlenecks from GPU memory to CPU and I/O latency, requiring careful management to avoid visible pop-in.
  • Virtual texturing is part of a broader pattern of exposing large virtual spaces while maintaining small working sets for efficiency.