The movements of the textures between the disk and the VRAM and how the gpu driver is able to optimize the placement of these textures is something that has been established for many years. This means that instead of having a single file there are at least three for each texture. Surely there is the HD version, the normal version, and then the low version with its mips. Instead of having all the textures complete with their mips they have different textures depending on the level of detail. My hypothesis is that the "traversal stutter" is an inherited problem of having multiple versions of the game in development at the same time.
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