The 3D Handbook
Key term

Virtual texturing

Splitting huge textures into small tiles and keeping only the visible ones in memory; streaming and runtime virtual textures in Unreal and Unity, what they cost, and how id Software and Far Cry used them for terrain.

texturesstreamingoptimisationterrainunreal

Virtual texturing splits textures into small tiles and keeps in memory only the tiles the camera can currently see, at the resolution it needs. Epic describes it as "splitting all mip levels into tiles of a small, fixed size", after which the GPU determines "which of the visible tiles are accessed by all visible pixels on the screen" (Unreal Engine Documentation: Streaming Virtual Texturing). It does for textures what virtualised geometry does for meshes.

#Why it matters

Ordinary texture streaming loads whole mip levels of a texture based on distance. A large texture seen partly up close therefore loads its full top mip, even if only a corner is on screen. Virtual texturing loads only the visible tiles: "No matter the size of the texture, the fixed tile size of the SVTs only considers the ones that are visible" (Unreal Engine Documentation: Streaming Virtual Texturing). Unity describes the effect: the GPU cache needed "depends mostly on the frame resolution, and not the number or resolution of textures in the Scene" (Unity Manual: Streaming Virtual Texturing).

A large grid labelled virtual texture with a few tiles highlighted in orange, an arrow to a box labelled page table mapping virtual tile to cache slot, and an arrow to a smaller grid labelled physical cache in GPU memory with the same number of orange tiles packed at the top.
The virtual texture can be enormous; only the requested tiles occupy the fixed-size cache. The page table tells the shader where each tile lives.Diagram by the handbook author

#Two kinds in Unreal

Unity also has Streaming Virtual Texturing, which "splits textures into tiles, and progressively uploads these tiles to GPU memory when they are needed", but labels it "experimental and not ready for production use" (Unity Manual: Streaming Virtual Texturing).

#What it costs

#Common mistakes

Related: texture formats, compression and mipmaps, texel density, decals.

#Further reading and watching

References

  1. Epic Games · Streaming Virtual Texturing · Unreal Engine Documentation, 2026 · docs · accessed 2026-10-21
  2. Unity Technologies · Streaming Virtual Texturing · Unity Manual, 2026 · docs · accessed 2026-10-21
  3. Epic Games · Runtime Virtual Texturing · Unreal Engine Documentation, 2026 · docs · accessed 2026-10-21
  4. Ka Chen (Ubisoft) · Adaptive Virtual Texture Rendering in Far Cry 4 · GDC 2015, 2015 · talk · accessed 2026-10-21
  5. Josh Klint · Virtual Texture Terrain · Game Developer, 2013 · article · accessed 2026-10-21

Last updated 2026-10-22