Virtual Texturing (SVT) is a technical term that is extremely important in rendering and optimizing game graphics (technical art). An advanced texture technology that subdivides extremely large high-resolution textures (such as vast terrain textures with hundreds of thousands of pixels) into small tiles, and dynamically virtually deploys and draws only the tiles currently visible on the screen to VRAM.
Real-world analogy: Instead of carrying around a huge world map (several gigabytes) of paint, you can use Google Maps to display images of the ``one section of the Shinjuku area (several kilobytes of tiles)'' that you are currently enlarging on your smartphone screen by ordering them from the server and pasting them on the screen.
By completely destroying the legacy approach of loading the entire asset into memory and overwriting and deploying only the "minimum cropped tiles" necessary for the screen resolution (visible range) onto a dedicated palette (physical cache texture) in VRAM at any time, it is possible to realize an infinite ultra-high resolution world while keeping memory consumption to a completely constant, extremely small size.
Figure: Infographic that clearly illustrates the basic processing flow and mechanism of Virtual Texturing (SVT) in Japanese notation
Detailed mechanism and operating principle
Enable Unity's ``Streaming Virtual Texturing (SVT)'' function, which treats the texture of the entire terrain as a single virtual giant picture, and streams only the micro areas (tiles) visible in the camera's viewfinder to VRAM on demand.