Conan Exiles walks through the process of adding texture-rendering middleware late in development

    
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And this is why that's not a blobby mess!

The developers of Conan Exiles had a problem. The game was full of high-resolution textures to paint across the world, thus ensuring that rocks looked like rocks, trees looked like trees, and skin looked like slightly softer rocks. But the amount of required textures were also causing issues with video cards with only 2 GB of VRAM, and even 4 GB of VRAM could result in problems. So how could the team avoid turning the game into a blobby mess? That’s exactly what the latest development post is all about.

If you were hoping to read about some major new gameplay system coming to the game, we’re sorry to disappoint you, but this post does not end with the revelation that players can kill and harvest textures. But it is an interesting peek behind the scenes at a development element we rarely consider that has a large impact on the game as a whole. Check out the whole thing to learn how the game handles textures, and then hug a textured and non-blobby tree in the game. Then chop it down for lumber.

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