Texture resolution is independent of screen resolution.Sorry, can I ask a really basic question (well one I think is basic)?!
"How much bandwidth does it take to fill a 1440K resolution with 8K textures for a whole second?" I ask this because we're told this demo had 8K textures only and was running at 1440K...or am I totally misunderstanding?
Also, there's too many pages to trawl through, but has everyone seen the cherno video about this? I found it interesting...nicely explained so even I understand lol
Smallest peble or arrowhead can use 8k texture. (or whole landscape.)
Virtual texturing like the one used in the demo allows loading only areas of textures which are visible and in detail level needed.
So a peble with 8k texture which never takes more than 50 pixels in screen, only has small parts of it loaded.
It is also good to remember that loading can be distributed to multiple frames.
So for 1440p image amount of data could be around single 4k image, if scenery is not changing.
Another advantage is that the amount of memory used can be constant independent of amount of textures or their resolutions.
http://silverspaceship.com/src/svt/