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JEMC said:
caffeinade said:

By soon, I meant in 5 - 10 years.

You can get super high quality assets from photogrammetry pretty quickly.
I was going through a SteamVR environment yesterday, where some Valve employees had reconstructed a cemetery using photogrammetry.
Apparently, the scene took about 30 mins to shoot.
The resulting scene had about 12 - 16 (I cannot remember the exact number) 8k textures, and was made up of a few million polygons.
~450 photos were used to generate the mesh and textures.

You don't need to have the whole game into memory all at once.
Also, Virtual Texturing is pretty neat, go look it up.

Oh and about not having enough VRAM: AMD / Radeon has a 7000 USD workstation card with four SSDs strapped to it.
I could see a consumer variant of that tech come to market within a decade.
Maybe not a full terabyte on the consumer side, but something.

AMD / Radeon is partnered with Bethesda, so I could see them leveraging that partnership to bring a showcase game to market.
Doom (2016) with full res textures anyone?

I don't know if 10 years can be described as soon in the tech industry. I mean, ten years ago we had the ATI Radeon 3xxx series and Nvidia GeForce 8xxx series, with at best 1GB of GDDR3.

How big is that cementery (side note: that's f*cking creepy!) map? Because it may not be the best tech for a game the size of Elder Scrolls, The Witcher or GTA, for example.

Those AMD cards, are you talking about the SSG models? They look cool, but I think they were a bit useless for gaming. That said, I think the Vega architecture has something that alows it to use a mixed memory config. and Navi will have something new for memory, so maybe they'll go that route. 8GB of GDDR6 and 32 or 64GB of NAND memory as fast cache.

I hope AMD improves its relationships with developers/publishers and get more studios using their tech, but right now they should focus on fixing their hardware.

http://steamcommunity.com/sharedfiles/filedetails/?id=928163034
The map is pretty small.
Starwars Battlefront and Battlefront 2, both use photogrammetry to achieve their visuals.
They use it to quickly create high quality assets, DICE fills in the gaps with traditional methods.

The Witcher. Elder Scrolls and GTA are exactly the kinds of games where photogrammetry would work wonders.
Why work hard to create an asset, when you can just take it from real life.
The world is your asset store.