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by kbolino 618 days ago
I don't think the problem is that easy to solve in general. For a lot of modern games, there are only two amounts of total memory that would really matter: enough to run it at all, and enough to hold all game assets uncompressed. The former is usually around 4-16 GB depending on settings and the latter is often over 200 GB.

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.