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by diggan
618 days ago
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> Yes, certain problems are very typical for Unreal and can be seen in many games using it, especially stutters from on-demand shader compilation and "traversal stutter" when entering new areas (so mostly problems with on-demand texture loading). This problem is so obvious and widespread now, I wish there was a toggle/env var where I could decide I'm willing to have longer loading-screens rather than in-game stutters/"magically appearing objects", just like we had in the good old days. Some games use a small percentage of my available VRAM and/or RAM, yet they decide to stream in levels anyways, regardless of it not being needed for any resource-usage reasons. |
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Very few gamers have that much RAM, none have that much VRAM. Many assets also aren't spatially correlated or indexed, so even though a whole "level" might be discrete enough to load specifically, the other assets that might be needed could still encompass nearly everything in the game.
For these games, amounts of memory in between those two thresholds aren't especially beneficial. They'd still require asset streaming, they'd just be able to hold more assets at once. That sounds better, and in some cases might just be, but really the issue is boiling down to knowing what assets are needed and having already loaded them before the player sees them. That's a caching and prediction problem much more than a memory size problem.