| trasharmdsister12 said: The biggest disappoints for me so far are from a technical side. It's clear that Id has made compromises to hit their 60 FPS on console mark. The game looks superb at a distance but as you get near anything it becomes completely clear that the asset compression (required to fit the game's assets in a console's limited video memory) has completely destroyed any fine detail to be had in the environments. In addition to this the game experiences a good deal of LOD issues and texture streaming hiccups. Textures and assets pop in as you turn the camera and with the sped up control of a mouse, it's most noticeable on the PC. Worst of all, the game doesn't seem to be making full use of my hardware while having these problems. I'm fine with efficient code that doesn't need to make my machine cry in order to show good visuals, but when my machine isn't even flexing and shortcomings in the engine create such giant holes in the presentation, I'm not too pleased. Hopefully they release a high res texture pack for the PC version some time in the future and patch up these texture streaming issues. |
It's actually in order to fit the game into the limited disc space on the 360 DVDs. One of the advantages of virtual texturing is that it only requires a small amount of video memory. However, id's implementation uses unique textures for everything, and that results in a huge amount of texture data. I think it was 1 TB in size for the whole game, so they had to compress it to fit into about 20 GB. The compression isn't uniformly applied, that's why some stuff is very detailed while other stuff is very low resolution.







