fatslob-:O said:
Pemalite said:
Vertigo-X said:
fatslob-:O said:
| Vertigo-X said:
360p... Are you kidding me? We didn't have resolutions like that in games since well over ten years ago!
And no. Draw distance will only scale with resolution if the developer designs it that way, which most don't. For example: what is pop-in? It's when the item suddenly pops into view seemingly out of no where. It's ALL OVER current gen games and will still be common in next gen games. Resolution does *not* affect that.
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Most developers would rather develop a linear game with no open worlds therefore the draw distance ends up being low. BTW the issues of pop-ins are due to limited memory which should be remedied by next gen systems with 8GB of ram. Know something first before you give something in the conversation. -_-
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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. (;
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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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Eh, I would rather not try to reason with him after saying "8GB of ram won't help."
That is an excellent example of shear stupidity right there.
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8GB will help, together with higher GPU power, to increase the max possible draw distance. Higher CPU power will help too, together again with bigger RAM, to manage a richer and more complex and detailed world and this again will allow a longer draw distance. Anyway we'll still have some pop-in, although farther and farther away as RAM and power increase. Maybe, together with the techniques cited by Pemalite (thanks, Pemalite!
), with enough RAM, CPU and GPU power, a solution could be working at a sub-pixel size level, starting to blend the colour of single pixels of the farthest away background with the average colour of far away objects since their apparent size is still smaller than one pixel, but it would already start modifying significantly the average with a single pixel of the drawn scene. This, though, if viable, will require even greater computing power and RAM than currently available on both PCs and consoles. With really huge GPU power, it could be implemented easily, but expensively, working at a higher resolution, then reducing it to the actual viewing res through gaussian filtering, but just forget this theoretically simple and smooth, but highly inefficient implementation.
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