50 minutes ago, Mike2343 said:I just like to point out that Rage and Doom 2016 use very large and rectangle texture atlases on irregular terrain/models (everything on screen pulls from the texture atlas). If they don't have issues, I do not see why you would. None of their atlas textures tile either and they don't have bleeding issues at extreme viewing angles.
This is a completely different tech. Virtual texturing an unique baked giant textured world. They run with dynamic atlasing indirection texture and usage feedback from the GPU drawing.
I personall hate vritual texturing done that way. It hurts texel density to fit on disk. It hurts texture quality by doing some jpeg to BCn plus ugly "bicubic" upsample to try recreate data that does not exist. Without saying that deal a lot with tile border and filtering bugs and caveats. I don't think you will see more than 4x aniso in doom or rage for example.
More recent hardware can help a little to ease implementation, with virtual memory, but it is still a huge piece of crap that create more problem than it solved.