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It also makes me think of game levels designed for the 6th generation of consoles (PlayStation 2, GameCube, and Xbox). Since the consoles had limited memory, t
by ascagnel_ 11y ago
It also makes me think of game levels designed for the 6th generation of consoles (PlayStation 2, GameCube, and Xbox). Since the consoles had limited memory, they'd have a permanent resident set of memory, and then individual levels would be lumped together into a package file and streamed from the disc on-demand. Lumping them all together meant that they were in the relative location on the disc, so reducing the drive head seek times. As long as the game wasn't pushing up against the size limit of the disc, assets would be repeated to avoid additional seeks (no point in seeking to the sound effect file, seeking to the music file, seeking to the model file, etc. when loading a level).
The difference here is that those lumped-together levels live in the cloud and can be cached to system storage ahead of time (although faster players or those with slow network connections may need to wait for chunks to cache).