MegaTexturing demo from the presentation,
MegaTexturing in Rage
Exact same premise. This won't allow 4k gaming dummy
" This is basically demand-paging of large texture data. The latest iD Software graphics engine does something similar, the texture data is streamed in only when tiles on the screen "fault."
However, the big difference here is that this is a hardware feature, this is much like sparse / partially resident textures in the OpenGL world (an AMD extension). What amounts to tile faults are generated whenever a portion of the texture that is not resident is first fetched. It is an interesting idea that can significantly cut down on memory consumption and bandwidth since it is no longer necessary to fetch an entire texture all at once whenever it is sampled, but in theory it will introduce a bit of latency in order to service fault events.
It really should not be your first time hearing of an application of this feature. It is the first time this feature has been hardware accelerated in DirectX, however.
The real problem is that this is mistaken for a Microsoft / Xbox One exclusive feature. It is an AMD hardware feature, and there is no reason it cannot be implemented on the PS4 in OpenGL, especially when you consider it began life as an AMD OpenGL extension...
While a bunch of what you said is true, the way you wrapped that up at the end makes your entire statement then
You don't really know what your talking about. You are damn near word for word repeating what you just read up today, and your now trying to pass yourself off as this expert on the subject. John Carmack and what he did with Rage is one thing right. Why are you talking about that? Because of what you just read up on. Some of us already knew about that, how is it related? Its not, so save me the cliff notes you just took
You mentioned how that was on the software level, went into all this detail about everything EXCPET what is going on now from the hardware level. You just once again without backing up anything go "Tiled Resources = what OpenGL can do now let me talk about OpenGL and what it still isn't being used yet can do one day!!!
Stop that. You even touched on the drawbacks doing this via your way presents. You literally have no idea what Tiled Resources can do. You have an idea because you read something you hope PS4 has. How about, you stop ignoring what has been shown to you

You could be an expert on Tiled Resources and you'd see how the shyt you talking about does not apply. You could do that, but you choose not to because

Its like talking about Azure vs Gaikai. Yeah, they both cloud computing, but they are not the same. Ditto with Tiled Resources vs what you can't even put a name on as of today. Because Tiled Resources is a Windows Direct x-clusive. So when devs make games for PC and Xbox they can use that now.
Right now no developer has even hinted they would be doing what you keep posting up as an equivalent. So does this "secret sauce" matter? Yes it does if only one system has it. So you can't talk about RAM advantages or anything because REALITY is a bigger issue. Talking around it doesn't make it not real. Azure is also some shyt. And gamers don't care about TV. Or sports. The games suck, the camera is looking at me all the time. Titanfall will be mulitplat so thats why I don't care about paying for PSN once they get the keys back
