On 2/26/2019 at 10:47 PM, JoeJ said:Things like this: http://jcgt.org/published/0006/02/01/paper-lowres.pdf - 0.048 bits per voxel. Streaming large worlds and unpacking them to multilevel bit grids should work well i guess
That SSVDAG algorithm looks impressive, but doesn't look applicable to real-time techniques, as it doesn't look like you could construct an SSVDAG in real time.
@spike1 - It won't make it faster, but hardware virtual-texture support could reduce the voxel memory requirements. The idea would be similar to sparse-virtual-shadow-maps, though it's probably not supported on the GTX 750 Ti in hardware.
Maybe with a github source repo.. someone might collaborate and improve it, or someone else might find a practical use for the technique even with it's limitations.