I've noticed in the DAI gameplay demos (parts 1 and 2) that were recently released, that there is a level of texture popping going on as you move through the Dragon Age world.
To explain what I mean, think of recent Bethesda RPG's where buildings and trees pop into existence as you run around due to the ugrid system they have going.
Now it may simply be that the game is not properly optimized yet, and that this will be ironed out. But I am a little concerned about this (had quite enough of that kind of thing already).
I have never played any games built on Frostbite, so any thoughts on this? Is it something inherent in open-world situations? I don't remember ever seeing this in any of the previous Dragon Age games?
This is just how streaming-based engines have to work. You can't load in all the detail and fidelity into memory at once, even the most powerful consumer-end PC's would struggle with that. Pop in and LoD scaling is just how you create large open areas.
If you have a really keen eye, you can notice they also scale animation frame rates on far targets too. That is, actors at long distance animate less frames per second than actors at close distance. This is most obvious when you see the Telescope thing being used in the early part of the demo.
This is just how streaming-based engines have to work. You can't load in all the detail and fidelity into memory at once, even the most powerful consumer-end PC's would struggle with that, relegating such games to enthusiast-class machines for such a minor improvement. Pop in and LoD scaling is just how you create large open areas within reasonable memory constraints.
If you have a really keen eye, you can notice they also scale animation frame rates on far targets too. That is, actors at long distance animate less frames per second than actors at close distance. This is most obvious when you see the Telescope thing being used in the early part of the demo.
There is an old Bioware post that discusses it. Apparently FB3 has a limited range (in the sense that it does not render the whole region automatically) where it renders the world, outside of which there is literally nothing but nothingness waiting to arise into a 3D world as you approach it. Presumably this is tied to memory limits moreso than graphical power.
This is the most base form of Draw Distance. Before LoD scaling was a thing, games like Morrowind did this, but hid the process with fog emulation. Another game that did this was Silent Hill, ironically the graphical weakness is indirectly praised as the "fog" created a tense atmosphere. Definitely not the first time limitation has been inspiration.