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How do you handle level streaming when the player can see far into the distance?

Level streaming works great indoors- there’s a fairly consistent conceptual mapping of room to streamed area, and you can use lots of clever stuff like slow-opening doors to ensure that you’re never keeping content in memory that you don’t need. However, I’m having a lot more trouble figuring out how to effectively use level streaming in an outdoor urban environment like GTA, where most of the level consists of criss-crossing streets that afford long fields of view. Is the idea that each streamed section has very low-definition mockups of connecting regions you can view in the distance?