Unfortunately you cannot optimize much for ram. If you want 4k textures, you're looking at gigabytes, periods. And if you want the game to have loading time, it NEEDS to be stored in the RAM and you NEED fast ram. Nothing to be done here, unless you use compression algorithms, but it won't look as good...
The 15 years between Batman: Arkham Asylum and Suicide Squad: Kill the Justice League called and would like to discuss this further with you :)
The reliance on massive RAM/VRAM is often a band-aid for inefficient asset streaming and bloated code, not a requirement for visual fidelity. Virtual texturing and texture streaming have existed for years to solve this. Larian Studios uses these techniques to run massive worlds without dumping everything into RAM.
Furthermore, APIs like DirectStorage exist specifically to bypass these bottlenecks by streaming assets directly from SSD to GPU. The fact that many AAA devs still aren't using them effectively proves this is a choice of convenience, not a technical impossibility.
But this is solely graphics and detail on imaginary objects we're talking here. The entire idea of new and original has gone the way of the dodo. I'd rather play Tetris than another clone of whatever is popular today. If people want to develop games they should know what a game is first, stuffing an engine full of assets which have contemporary fashion value (And nothing else) will have all of these games in landfills next to E.T. before 2050.
The only walls I want to climb are these prison walls of banality which pass for acceptable by a community which hasn't seen how hard the technology can be pushed in its current form. Lazy devs, bean counters making decisions and nothing of the proper gaming eras which brought down the boundaries which tried to enclose it.
Have fun with the yellow paint, goes with the yellow journalism that praises it. I'm looking for something stiffer.
I find the older games to look better with modern 4K rendering anyway. They used to use lighting so much more creatively and now it's at best you can get an outdoor game where they use the sun. I've played a ton of such games lately. Fear, Half Life 2, SWAT 4, Dead Space. Some of those are a bit rigid looking, but the atmosphere is outstanding and they don't look in the realm of ~20 years old. Go a bit newer, MGS V looks absolutely outstanding at 4K with the highest texture setting. I'm playing all this stuff on a 65" OLED, so it's not just hiding detail.
Yeah maybe these new games all have "4K" textures, but their game sucks, and most aren't even nice to look at. Nintendo gets it, and yet they continue to sell games easily. None of the game urinalists bitch about those not being the highest quality 4K textures.
Larian Studios is not using AAA 4k textures all over the place. Black Flag Resynced takes 65GB, the original (which already had high-res textures) was 30GB. Where does the other 35GB come from? Did they really write less efficient code? Not really. Just higher def textures.
SSD has what, 5% of the speed of RAM? And if you'Re copying from the SSD to the GPU, you're not copying from the SSD to whatever else you need (including ram).
Unfortunately you cannot optimize much for ram. If you want 4k textures, you're looking at gigabytes, periods. And if you want the game to have loading time, it NEEDS to be stored in the RAM and you NEED fast ram. Nothing to be done here, unless you use compression algorithms, but it won't look as good...
The 15 years between Batman: Arkham Asylum and Suicide Squad: Kill the Justice League called and would like to discuss this further with you :)
The reliance on massive RAM/VRAM is often a band-aid for inefficient asset streaming and bloated code, not a requirement for visual fidelity. Virtual texturing and texture streaming have existed for years to solve this. Larian Studios uses these techniques to run massive worlds without dumping everything into RAM.
Furthermore, APIs like DirectStorage exist specifically to bypass these bottlenecks by streaming assets directly from SSD to GPU. The fact that many AAA devs still aren't using them effectively proves this is a choice of convenience, not a technical impossibility.
But this is solely graphics and detail on imaginary objects we're talking here. The entire idea of new and original has gone the way of the dodo. I'd rather play Tetris than another clone of whatever is popular today. If people want to develop games they should know what a game is first, stuffing an engine full of assets which have contemporary fashion value (And nothing else) will have all of these games in landfills next to E.T. before 2050.
The only walls I want to climb are these prison walls of banality which pass for acceptable by a community which hasn't seen how hard the technology can be pushed in its current form. Lazy devs, bean counters making decisions and nothing of the proper gaming eras which brought down the boundaries which tried to enclose it.
Have fun with the yellow paint, goes with the yellow journalism that praises it. I'm looking for something stiffer.
I find the older games to look better with modern 4K rendering anyway. They used to use lighting so much more creatively and now it's at best you can get an outdoor game where they use the sun. I've played a ton of such games lately. Fear, Half Life 2, SWAT 4, Dead Space. Some of those are a bit rigid looking, but the atmosphere is outstanding and they don't look in the realm of ~20 years old. Go a bit newer, MGS V looks absolutely outstanding at 4K with the highest texture setting. I'm playing all this stuff on a 65" OLED, so it's not just hiding detail.
Yeah maybe these new games all have "4K" textures, but their game sucks, and most aren't even nice to look at. Nintendo gets it, and yet they continue to sell games easily. None of the game urinalists bitch about those not being the highest quality 4K textures.
Larian Studios is not using AAA 4k textures all over the place. Black Flag Resynced takes 65GB, the original (which already had high-res textures) was 30GB. Where does the other 35GB come from? Did they really write less efficient code? Not really. Just higher def textures.
SSD has what, 5% of the speed of RAM? And if you'Re copying from the SSD to the GPU, you're not copying from the SSD to whatever else you need (including ram).