With increasing demands for better graphics quality in today's video game industry the game developers are constantly tackling new challenges to satisfy the gamers needs. With limitations on today's hardware the challenge lies in developing different methods to conquer these limitations. When it comes to texturing a 3D object one problem that arises is how we render an object that uses a texture which is too large to fit inside the video memory. This report describes the implementation of a relatively new technique with a concept similar to Virtual Memory known as Virtual Texturing. The result is a real-time application demonstrating a teacup mapped with a texture with the dimensions of 2,097,152 ² pixels.