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It's easier to just install an SSD, anyway. And you can put your OS on it.
That's true, but research and comprehension of the material is how they can "get there". Just takes a little effort.
Not sure why this part was posted since I explicitly said I originally had it on a dual SSD set (RAID-0 with over 500MB/s read throughput) and at max settings I saw what I described.
Only an RD can entirely eliminate it. SSD make HDD seem like slow pieces of ♥♥♥♥. RD makes SSD seem like slow pieces of ♥♥♥♥, etc. It's all relative. Until SSD's use MUCH, much faster ram technology they'll never even be close to the speed of a true RD. But, they're hella faster than HDD and are awesome replacements for any mechanical hard drive. They can make even an old slow piece of crap computer responsive.
So I guess "notice" and "chunking" are relative to the user, unless your rig is better than mine or you're using a tiny resolution?
But anyway for me, if I load a new game and I whip the view around, I can see it quickly (but noticable to me) chunks to load even on an R0 SSD set, because nothing is loaded yet. RD = simply smooth, at all times, no matter what. That's what I like and an RD can help get it.
The issue is VRAM. The RAM on your video card.
That ram is usually far more limited than the motherboard general RAM, but also not usually used for games this complicated. Whenever you look around it loads a different set of objects from RAM to VRAM, so those objects can be put on screen.
Each object in SE (excluding dropped components) is a grid of voxels, as opposed to a fixed shape model. In normal games, they load the model once and can just blend its shape and vertecies using animations when necessary. In SE, each object is so complicated that they can't (graphically) afford to keep the whole models in VRAM. They took the best path at this time, shuffling the voxels over from RAM whenever they're needed. It's slower, but it's better than having far more limited numbers of objects in the worldspace.
The biggest bottleneck in the game speed (graphically, physics are a CPU story) is not the processer, not the GPU, not the RAM and not the VRAM, but the size of the bus carrying information between the RAM and the GPU, which is limited to the bitrate of the computer (64-bits per clock cycle on 64 bit computers, 32-bits per clock cycle on 32 bit computers.)
TL;DR: Computer bitrates are too d*** small for this kind of graphical wonderland.