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zarx said:
VanceIX said:

Just loading an asset requires capturing it from the hard drive, which is another background process that is happening. In massive open world games, it is very hard to pinpoint exactly what the user will do, you can't just preload the next room and hope it's enough. Like I said, it may be a viable strategy in linear games, but with any games that give you a choice it is a poor use of resources, as calling in the 5gb of information still requires sorting through the hard drive to find it and load it to the ram for fast use later.

As SvennoJ said it's even more useful in open world games than liniar ones. When you can't predict where the player will go it's better to pre-load every possible direction as far as possible than wait until they make the decision to load the data from the HDD which causes stutter and or massive popin issues. It's always better to load more into RAM which is why developers will always prefer to have more available.

I'll concede you this one. I really did learn a lot from out conversation, good to know now :)



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