Post AX5FjVieS248NNAKcy by mtothevizzah@mastodon.gamedev.place
 (DIR) More posts by mtothevizzah@mastodon.gamedev.place
 (DIR) Post #AX5FjUkk2m8xNZ8UFM by aras@mastodon.gamedev.place
       2023-06-26T08:55:40Z
       
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       Gfx people who know about (software) virtual texturing! What determines the appropriate virtual texture tile size? I can see that most papers out there use 128^2 or (rarely) 256^2 tiles. No one uses 512^2 tiles. Who picked those sizes, and why?
       
 (DIR) Post #AX5FjVieS248NNAKcy by mtothevizzah@mastodon.gamedev.place
       2023-06-26T12:05:34Z
       
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       @aras I think we’ll be speaking about this subject in depth at SIGGRAPH. (Still working out schedule.)
       
 (DIR) Post #AX5FjWVvUpTsqCDgQq by aras@mastodon.gamedev.place
       2023-06-26T12:47:36Z
       
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       And intuitively I kinda grok that: larger tiles means more memory used, but load requests are larger too. Smaller tiles waste more space for filtering borders, possibly more I/O requests for loading, and more bits needed in your VT address translation tables to encode tile coord. But how “good/bad” exactly is tile size of say 128 vs 512 along all these criteria?
       
 (DIR) Post #AX5FjWVvUpTsqCDgQr by aras@mastodon.gamedev.place
       2023-06-26T12:43:25Z
       
       1 likes, 0 repeats
       
       @mtothevizzah Nice! But also, too late! I needed the answer <checks notes> ideally a year ago, but hey gamedev lol