- Dec 29, 2010
That Sweeney bit (which is from this article) is as unspecific as it could be but even that isn't about baking lighting to megatextures (or nanite vertices or whatever), it is about streaming data from a server for games that are too big to fit in a console's storage (i mention consoles because he was referring to console generations previously), something that is made more clear from a bit you didn't copy/paste:
Fortnite's mainstream success in spite of being entirely dependent on a decent Internet connection has only confirmed for Sweeney that this will be the future of video games. "I think that more and more games will go in that direction in the future, and that even games that we look at as singleplayer might in the future have so much content and variety that parts of the experience are streamed in dynamically in the background as you're playing, and you won't even notice."
This has nothing to do with megatextures or even rendering and if anything they can already add it in UE5's new world partition system to download partition data per cell as you approach the cells form a distance. But this isn't anything revolutionary, in fact i wouldn't be surprised if some MMOs already did something like that for years now.
Burden of proof is on you and let me guess you can't show mesmerizing realtime lighting stuff extending to hundreds of meters and kilometers without running into cascades and cutting off abruptly. And nvidia is cooking numbers.
Could be worth it, if they can store it reliably and it'd be perfectly converged for time of day and account for distance and occlusion better. But now it's a bigger deal to sell some realtime Moonshot kool-aid and you're supposed to believe how they can light up a city and such in realtime.
how about you fuck off with your authority power trip