I didn't think there was any megatexture tech in id tech 6. It's certainly not apparent in DOOM. And texture quality is amazingly good (ie. not megatexture )If the engine still does CUDA texture transcoding, there's your explanation for CPU load disparity. Megatexture processing has historically really pounded the CPU cores.
ie the AMD GPU isn't offloading it.
Well with some hope that if the game is ported to OpenGL 4.5 for AMD gpu's it will run better. ( run on 4.5 for Nvidia and 4.3 for AMD )
Well with some hope that if the game is ported to OpenGL 4.5 for AMD gpu's it will run better. ( run on 4.5 for Nvidia and 4.3 for AMD )
Vulkan? Which was based on Mantle?Guess you'll have to wait for that AMD OpenGL rewrite.
I didn't think there was any megatexture tech in id tech 6. It's certainly not apparent in DOOM. And texture quality is amazingly good (ie. not megatexture )
Dooom was supposed to use megatexture, longlong ago (and targetted 30fps too IIRC). It could still be using megatexture of course even if not every polygon is necessarily sporting unique imagery. I believe even Rage re-used a lot of texture data, both indoors and outdoors.
Rage had to work around x360 DVD streaming and ps3 memory. It probably helps that all Doom platforms have a hard drive and have significantly more memory the virtual texture page size.Well, it's still using virtual texturing. I don't know exactly what's changed, but it looks like pop in isn't an issue anymore.
It's a wonder that ATI/AMD are able to stay as competitive for as long as they have given how Nvidia conspiring with third party developers have managed to steer them into fumbling their driver releases.