MajorMalfunction said:
Pop-in and otherwise non-smooth transitions are a problem of loading data, and selected draw distance, and are not totally related to base texture quality, if the base mipmap size is large enough. When a texture isn't fully loaded, because they no longer have to be, due to sparse virtual textures being a given this gen, the system uses a too small mipmap of the given texture, resulting in a blurry/out of focus appearance. Rage had this problem because there wasn't enough memory on the PS360 to accomodate large enough textures (2K by 2K for a 1080p screen, plus and 2-8 2K by 2K texture tiles for what you need to texture outside the viewing frustum). JPEG transcoding at runtime (JPEG to BCN) is also a thing developers do. |
I'm not totally technical on that... but although tiling and temp resolution are fantastic to free up computational power, if you move unexpectdely then all hell break lose.
And I know it isn't related to texture quality or size, but how they decided to use it. Just posted off-topic because it remembered me on similarity on compressing/compromissing quality for size of processing.
burninmylight said:
I've recently posted in a similar thread about how Uncharted 3 taught me how huge of a deal this is. I think if devs did what UC3 did and allowed you to download each language pack seperately, that would save tons of space. |
I see little reason fro devs not to offer you to keep some unnecessary data outside of your HDD and download. But it really isn't common to see what UC3 done.

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