Is slow loading of scene geometry still prevalent? I’m not sure. Based on some observations of mine on the current games (console and computer), it seems that huge scenes with many complex objects are rendered with nary a hitch.
I remember when cutting down the number of polygons of an object was necessary to quickly load it and render it. This was why viewing volumes and fog was used, to provide a better experience for the player. Is this still critical?
I was thinking, if this was still an issue, what if the commonly rendered objects were preloaded? Suppose there are a few towns in the game. If the player frequently travelled between towns C and E, it makes sense to preload the objects between towns C and E, so rendering them is faster.
It doesn’t make sense to load every single object in the game into memory. But frequently loaded objects can be loaded first, even if they aren’t always rendered. They are just more frequently rendered when the player plays the game.
This “frequency habit” is captured by the game. So each player has a different “frequency habit” list saved. Thus the game seems to be intelligently “guessing” where each player is going to go, and automatically and quickly rendering the scene.
This can apply to applications too. It’s even implemented already. The history list of a web browser. The recent list of documents.
I’m not sure if this has any impact or usefulness. I’m just sharing an idea that occurred to me. I’d appreciate it if you could share your thoughts, particularly if you’ve been developing games or had solved similar problems. Or if object loading was even a problem. Thanks.