Uploaded November 2022 | Updated September 2026, 10 hours ago
The virtual texture system was upgraded to support higher resolution close to the camera, up to 65536 x 65536 effective resolution. Of course, only the visible pages are using memory, so it fits into 340 MB fixed memory budget (albedo, normal, surface property textures). The textures are also compressed now real time into block compressed formats.
They are now using a texture atlas instead of sparsely mapped tiled resources.
The virtual texture system was upgraded to support higher resolution close to the camera, up to 65536 x 65536 effective resolution. Of course, only the visible pages are using memory, so it fits into 340 MB fixed memory budget (albedo, normal, surface property textures). The textures are also compressed now real time into block compressed formats.
They are now using a texture atlas instead of sparsely mapped tiled resources.








![Wicked Engine - 10K Stormtroopers [C++][DX11]
While I am preparing for a bigger update on Wicked Engine, I had time for a short video like this. 10 000 animated models can be rendered real time with a GTX 1070. No level of detail was used for the models. Skinning runs in a compute shader, then models are rendered with instancing in a single Draw call. +1 draw call for the water reflections.
Check out Wicked Engine: https://github.com/turanszkij/WickedEngine Wicked Engine - 10K Stormtroopers [C++][DX11]](https://i.ytimg.com/vi/wyoUzYvt75E/mqdefault.jpg)

