Vertigo-X said:
Hm? Should be? So I suppose that means you're admitting there's the possibility of next gen not remedying this.
Good to know you're on board!
P.S. 8GB RAM won't help. (; |
8Gb of Ram will help, it will allow for more assets to be stored in memory.
The main issue is we are still firmly stuck in a Rasterisation world, developers need to come up with some new tricks to make it more seamless in regards to pop-in.
Tessellation is supposed to help in this regard, for instance you could have a very simple model in the distance and as that model gets closer to you, Tessellation then kicks in and gradually increases the models complexity.
Currently developers might have multiple models for the same object and at certain distances the less complex model is replaced with a more complex one which shows as pop-in.
Smaller objects like rocks and pebbles on the ground is an entirely different matter, but geometry instancing will assist with that to some extent.
If you look at a game such as Just Cause, they got around some of the distance-related issues by using sprites for a tree's leaves which isn't memory or CPU/GPU intensive, the main issue with that is as you move around in the world the sprite never changes, the same face will point at you all the time.
As for texture pop-in, Microsoft has done a bit of work to solve that dilemma with tiled resources, I.D software also used Megatexturing to try and solve that problem too, AMD took that idea with Partially Resident Textures and implemented it in hardware.

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