So how are they producing those textures? I assume they must be extrapolating detail either in the shader, or on the CPU and then passing it to the video card but it doesn't look extrapolated, and there's no possibility of tiling given that it's the actual ground patterns from real places (i.e., no blocky grid pattern to allow tiles). And yet it looks like they're spreading a continuous detailed satellite photo over the entire battlefield. I've played "War Thunder", and it doesn't take up obscene amounts of HD space (large, yes, but not as large as many 3D games), and it runs smoothly even on an average machine. It looks exactly like the most detailed satellite photos that are available for certain areas (the ones where you can see individual trees and cars etc), but those normally take up colossal amounts of memory. Take a look at the following video, especially the 2nd battle beginning around 18:40 - especially notice the details in the fields and the dividing areas between fields: ![]() The CDK is installed in the game folder and allows the player to edit or create new unique missions and locations, as well as helps create game models. ![]() ![]() I'm wondering if anyone has any idea how "War Thunder" achieves such excruciatingly detailed ground textures over such large map areas, without consuming countless terrabytes of memory. War Thunder CDK (Content Development Kit) is a set of tools for user content creation available to every player.
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