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> for every parallaxed pixel on the screen the heightmap texture might be looked up several dozens of times

I didn't realize it was on the order of dozens. Just to clarify, we're talking pixels and not texels, right? This isn't dependent on the resolution of the map?

> roughness mapping, even if somehow applicable would need to be highly anisotropic for it to work

I didn't think about that, I guess you're right. How huge, exactly? Seems like something you could compress very well if you combine textures into a larger megatexture.



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