I know in order for people to make a game with a large open world, they break up the whole map into several chunks that can be more efficiently rendered while saving up the memory. But some games don’t appear so. Take Skyrim for example. It is a large open world, and it seems that the whole world is loaded all though the game because you can see the mountain far from you and you can actually travel there, not by fast moving, but by walking step-by-step. Not the whole map loaded, right? One possibility I can think of is that the map (I am only referring to the main world, not counting those dungeons, caves etc ) is divided into several sublevels, and only those that can be seen by the player are loaded and rendered. I am not sure if it’s correct, and if it is, how should it be done in the code (or in the editor, if possible)?
Another question: usually when we open a big project, like the Infiltrator, the rendering time is so long because it has to render the whole map. But when we enter Skyrim, the loading time is way shorter, and the rendering seems to be done in no time. Even if only a small part of the world is rendered, the time it takes is still amazingly short. I am really confused.
By the way, my laptop specs: i7 6700k, 8g gtx 980, 1T 7200 hdd, 32g ddr4 RAM. This is kind of top of laptop specs, but even so when I open Infiltrator it takes more than 10 minutes. And for Skyrim, less than 1 min.