Hello
I searched for this question for a long time, and I stell haven't got a 'real' answer:
How does terrain size / quality work? I'm working on some RPG like game. And want to create a terrain with a heightmap and a terrain texture. For simple measurements, when creating a heightmap 1 pixel equals 1 square meter. So a 256 x 256 pixel heightmap is a 256 x 256 square meter map. That's easy.
But now on the terrain texture: If I should create a terrain texture with the same ratio, one would stand on 1 pixel (1 color) per square meter, which is not exactly high definition.
So I could multiply the ratio, by let's say4 or 8 (which seems to be a consensus), but if I multiply by 4, I have a 4x4 terrain texture per square meter, so that equals 16 different color blocks under the feet of my character. This can't be right either..
When just Google a random RPG (WoW for example), and look at 1 square meter under the character: World of Warcraft image example
Those cobblestones are 'sharp', I mean, that must be at least a 256x256 pixel image in 1 square meter.
So when I need 256x256 pixels per 1 heightmap pixel, and I have a 256x256 heightmap, that would account for more than 4 billion pixels. Such an image would be several terrabytes of hard drive.
So, how does WoW does this? How do I draw somewhat of quality on the ground, without needing a massive hard disk and loading times?
And how are those thousands of free repeating grass/sand/etc textures used that you can find on the internet? (Sometimes with massive 4096x4096 pixel quality.)
Thanks for pointing me in the right direction!