3 ms·
> pop-in of objects isn't as jarring. I don't play modern games and am hardly a connoisseur but I seem to recall this being a mostly-solved problem via "level
by alexjplant 3y ago
> pop-in of objects isn't as jarring.
I don't play modern games and am hardly a connoisseur but I seem to recall this being a mostly-solved problem via "level of detail" and hardware fog effects... has pop-in been an issue in the last decade? Saturn/PS1 games having it was par for the course but modern hardware is so powerful that it seems unnecessary.
- eru 3y agoBotW had (and still has) quite bad pop-in. They use level-of-detail tricks for the actual landscape, but the objects (like flowers etc) still pop in abruptly.
- htag 3y agoPop-in essentially exists because the draw distance is too low. As the player get's closer to an object, it is more likely to be drawn, and the level of detail it is drawn at is higher. While it's not Saturn/PS1 levels in modern games, in very large and very open maps you can have this problem where you know in the distance there can be things that you simply cannot see because of draw distance. If your running towards something in the distance, there can be noticeable 'step-ups' as it decides to draw the model with more and more details. So it comes up in exploring very large and very open areas. This happens to various degrees even on PS5+ level hardware. There's a similar issues with movement speed, but instead the limit is how quickly can the game load new content.