DOOM
HexeR May 15, 2016 @ 6:28pm
Insane Texture Pop-in
So I have Texture Page Pool set to "High", and is it normal for textures to literally take a full second or two to load in some times? This is really hard to not notice.

I hope there's future patches that optimize this game, because I have almost everything turned off (HDR bloom, compute shaders, Lens flare, all depth of field options) and textures are STILL not "streaming" like they should be. I swear, I hate texture streaming.
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Showing 1-15 of 38 comments
Supa May 22, 2016 @ 4:50am 
I sometimes noticed pop-in even with Ultra.

They should had option to disable texture streaming. Well you probably can.. in the files. And then get your save infested with dev bugs and what-not.
HooksGURU May 22, 2016 @ 4:59am 
System specs?
H3X3N May 22, 2016 @ 5:38am 
Yeah, need your system specs. Both of my PCs have zero texture pop-in for the most part. Game runs fast and fluid when it actually plays. Not nearly as bad as R@ge.
SkacikPL May 22, 2016 @ 7:48am 
Originally posted by —•÷ Ensanguined ÷•—:
Ancient specs sort of. It should however load properly for screenshots at least. It's like the AF is set to 2x.
By default anisotropic filtering is set to 4 times.
Razor1911 Jan 10, 2017 @ 1:32am 
Does putting it on an ssd help?
🅱🅾🆁🅶 Jan 10, 2017 @ 11:34am 
Originally posted by Supa:
I sometimes noticed pop-in even with Ultra.

They should had option to disable texture streaming. Well you probably can.. in the files. And then get your save infested with dev bugs and what-not.

Not possible since that would require you to store terrabytes of data into your RAM/VRAM :)

The engine is beautiful in a way that its actually able to stream very high resolution Megatextures on the fly, terrabytes of data that's heavily compressed. With current hardware I don't think its possible to load all of that before a map loads, its simply too much.

🅱🅾🆁🅶 Jan 10, 2017 @ 11:36am 
As for texture popups. This of course doesn't happen to everyone. I don't think it has anything to do with texture quality but more on Processor/HDD speeds.

Processor speed is very important with this engine as it uses the processor to do the texture transcoding/streaming. Lower end processors will experience more pop-ups.

HDD of course because everything has to be loaded from that. If your harddrive is heavily fragmented or a slower mechanical drive, you will most likely get pop-ups as well.

HexeR Jan 10, 2017 @ 1:00pm 
Originally posted by 🅱🅾🆁🅶:
Originally posted by Supa:
I sometimes noticed pop-in even with Ultra.

They should had option to disable texture streaming. Well you probably can.. in the files. And then get your save infested with dev bugs and what-not.

Not possible since that would require you to store terrabytes of data into your RAM/VRAM :)

The engine is beautiful in a way that its actually able to stream very high resolution Megatextures on the fly, terrabytes of data that's heavily compressed. With current hardware I don't think its possible to load all of that before a map loads, its simply too much.

I doubt it, considering you can disable it on some other games and it results in smoother gameplay, texture streaming as a whole is still relatively new.

This was posted by a dev (I think?) on the Divinity Original Sin forums about disabling Texture Streaming.

"Texture streaming is responsible for loading textures in the required quality (right amount of mipmaps). The further away from your character a certain texture is, the lower the detail level of that texture in memory. If you jump the camera between separated characters you might notice texture quality being lower for a few frames. Disabling the texture streamer will indeed increase load times (but might be hardly noticeable on a good SSD) and can easily increase memory usage by about 1GB or more. You can disable texture streaming, but keep in mind that the game might crash if running out of memory. If you notice the game starting to crash quite often it's probably better to enable texture streaming again. And while having a lot of memory will help to some degree, please keep in mind that like every 32bit program only 4GB of ram can be used at a time."

Texture Streaming is meant to increase performance load of a game that might exceed possible performances on a given PC. While he would indeed need higher memory, he would not need "terrabytes" of RAM. As for disabling it on DOOM, I wouldn't know, but I very much doubt it since it seems like it could be hard-coded into the game since I don't see any .cfg or .ini files in the install folder for it, so you'd probably have to find someone willing to hack the game since they've put so many restrictions on the ability to mod it, which I don't recommend because it could easily corrupt your game, though I doubt anyone would know how to at this given time.
Last edited by HexeR; Jan 10, 2017 @ 1:08pm
Samael Jan 10, 2017 @ 1:08pm 
Originally posted by HexeR:
Originally posted by 🅱🅾🆁🅶:

Not possible since that would require you to store terrabytes of data into your RAM/VRAM :)

The engine is beautiful in a way that its actually able to stream very high resolution Megatextures on the fly, terrabytes of data that's heavily compressed. With current hardware I don't think its possible to load all of that before a map loads, its simply too much.

I doubt it, considering you can disable it on some other games and it results in smoother gameplay, texture streaming as a whole is still relatively new.

This was posted by a dev (I think?) on the Divinity Original Sin forums about disabling Texture Streaming.

"Texture streaming is responsible for loading textures in the required quality (right amount of mipmaps). The further away from your character a certain texture is, the lower the detail level of that texture in memory. If you jump the camera between separated characters you might notice texture quality being lower for a few frames. Disabling the texture streamer will indeed increase load times (but might be hardly noticeable on a good SSD) and can easily increase memory usage by about 1GB or more. You can disable texture streaming, but keep in mind that the game might crash if running out of memory. If you notice the game starting to crash quite often it's probably better to enable texture streaming again. And while having a lot of memory will help to some degree, please keep in mind that like every 32bit program only 4GB of ram can be used at a time."

Texture Streaming is meant to increase performance load of a game that might exceed possible performances on a given PC. While he would indeed need higher memory, he would not need "terrabytes" of RAM.

Your other games doesnt have megatextures.
Last edited by Samael; Jan 10, 2017 @ 1:13pm
🅱🅾🆁🅶 Jan 10, 2017 @ 1:14pm 
Originally posted by HexeR:
Originally posted by 🅱🅾🆁🅶:

Not possible since that would require you to store terrabytes of data into your RAM/VRAM :)

The engine is beautiful in a way that its actually able to stream very high resolution Megatextures on the fly, terrabytes of data that's heavily compressed. With current hardware I don't think its possible to load all of that before a map loads, its simply too much.

I doubt it, considering you can disable it on some other games and it results in smoother gameplay, texture streaming as a whole is still relatively new.

This was posted by a dev (I think?) on the Divinity Original Sin forums about disabling Texture Streaming.

"Texture streaming is responsible for loading textures in the required quality (right amount of mipmaps). The further away from your character a certain texture is, the lower the detail level of that texture in memory. If you jump the camera between separated characters you might notice texture quality being lower for a few frames. Disabling the texture streamer will indeed increase load times (but might be hardly noticeable on a good SSD) and can easily increase memory usage by about 1GB or more. You can disable texture streaming, but keep in mind that the game might crash if running out of memory. If you notice the game starting to crash quite often it's probably better to enable texture streaming again. And while having a lot of memory will help to some degree, please keep in mind that like every 32bit program only 4GB of ram can be used at a time."

Texture Streaming is meant to increase performance load of a game that might exceed possible performances on a given PC. While he would indeed need higher memory, he would not need "terrabytes" of RAM. As for disabling it on DOOM, I wouldn't know, but I very much doubt it since it seems like it could be hard-coded into the game since I don't see any .cfg or .ini files in the install folder for it, so you'd probably have to find someone willing to hack the game since they've put so many restrictions on the ability to mod it, which I don't recommend because it could easily corrupt your game, though I doubt anyone would know how to at this given time.

Like Samael said. Other games do not use Megatextures. These are giant textures that cover the entire map and literally take up Terrabytes of space. This fact is already confirmed from John Carmack, the head developer for Idtech 5. He said that the RAGE (game that uses high resolution megatextures) would have easily taken 1 Terrabyte uncompressed. They had to develop a heavy compression method to ship that game into two discs without compromising texture quality and performance. Sadly it did compromise the texture quality which is why RAGE textures up close looks blurry.

But now we have Idtech 6 and compression method obviously has been drastically improved. Doom being higher quality overall, we can assume that uncompressed these textures would fill up Terrabytes of space.

The engine is designed for streaming and it relys heavily on the processor to do this job. This is not like other game engines in which most assets are all loaded into your RAM. You currently cannot do that with megatextures because again of the sheer amount of size they are. This is why everything has to be streamed on the fly instead.

Last edited by 🅱🅾🆁🅶; Jan 10, 2017 @ 1:15pm
HexeR Jan 10, 2017 @ 1:14pm 
Originally posted by Samael:
Originally posted by HexeR:

I doubt it, considering you can disable it on some other games and it results in smoother gameplay, texture streaming as a whole is still relatively new.

This was posted by a dev (I think?) on the Divinity Original Sin forums about disabling Texture Streaming.

"Texture streaming is responsible for loading textures in the required quality (right amount of mipmaps). The further away from your character a certain texture is, the lower the detail level of that texture in memory. If you jump the camera between separated characters you might notice texture quality being lower for a few frames. Disabling the texture streamer will indeed increase load times (but might be hardly noticeable on a good SSD) and can easily increase memory usage by about 1GB or more. You can disable texture streaming, but keep in mind that the game might crash if running out of memory. If you notice the game starting to crash quite often it's probably better to enable texture streaming again. And while having a lot of memory will help to some degree, please keep in mind that like every 32bit program only 4GB of ram can be used at a time."

Texture Streaming is meant to increase performance load of a game that might exceed possible performances on a given PC. While he would indeed need higher memory, he would not need "terrabytes" of RAM.

"I doubt it, considering you can disable it on some other games and it results in smoother gameplay, texture streaming as a whole is still relatively new"

Your other games doesnt have megatextures.
You're leaving out the fact that all game-data is compressed after development. The "texture streaming method" is still streaming compressed data, which you could still easily get rid of and pre-load it individually, it would simply have steeper requirements, and no, not significantly steeper. The actual visual resolution of textures in DOOM are not that impressive.
🅱🅾🆁🅶 Jan 10, 2017 @ 1:18pm 
Originally posted by HexeR:
Originally posted by Samael:

"I doubt it, considering you can disable it on some other games and it results in smoother gameplay, texture streaming as a whole is still relatively new"

Your other games doesnt have megatextures.
You're leaving out the fact that all game-data is compressed after development. The "texture streaming method" is still streaming compressed data, which you could still easily get rid of and pre-load it individually, it would simply have steeper requirements, and no, not significantly steeper. The actual visual resolution of textures in DOOM are not that impressive.

Its impossibly to pre-load it because its terrabytes in size.

The engine is constantly loading and offloading data on the fly. to pre-load "everything" the entire map, you would need significantly more RAM/VRAM not to mention a mighty fast HDD, unless you want maps to take decades to load.
Last edited by 🅱🅾🆁🅶; Jan 10, 2017 @ 1:19pm
Samael Jan 10, 2017 @ 1:18pm 
Originally posted by HexeR:
Originally posted by Samael:

"I doubt it, considering you can disable it on some other games and it results in smoother gameplay, texture streaming as a whole is still relatively new"

Your other games doesnt have megatextures.
You're leaving out the fact that all game-data is compressed after development. The "texture streaming method" is still streaming compressed data, which you could still easily get rid of and pre-load it individually, it would simply have steeper requirements, and no, not significantly steeper. The actual visual resolution of textures in DOOM are not that impressive.

http://www.adriancourreges.com/img/blog/2016/doom2016/shot/05_megatext_illus.jpg

Good luck using these 256GB uncompressed textures in any other way.

"Which you could still easily rid of". Sure easy.
Last edited by Samael; Jan 10, 2017 @ 1:19pm
🅱🅾🆁🅶 Jan 10, 2017 @ 1:20pm 
Originally posted by Samael:
Originally posted by HexeR:
You're leaving out the fact that all game-data is compressed after development. The "texture streaming method" is still streaming compressed data, which you could still easily get rid of and pre-load it individually, it would simply have steeper requirements, and no, not significantly steeper. The actual visual resolution of textures in DOOM are not that impressive.

http://www.adriancourreges.com/img/blog/2016/doom2016/shot/05_megatext_illus.jpg

Good luck using these 256GB uncompressed textures in any other way.

"Which you could still easily rid of". Easy.... oh yeah just couple 10 of thousands lines of code. Easy.

There it is, that mighty texture that you want to load completely into RAM lol. impossible.
HexeR Jan 10, 2017 @ 1:26pm 
Originally posted by Samael:
Originally posted by HexeR:
You're leaving out the fact that all game-data is compressed after development. The "texture streaming method" is still streaming compressed data, which you could still easily get rid of and pre-load it individually, it would simply have steeper requirements, and no, not significantly steeper. The actual visual resolution of textures in DOOM are not that impressive.

http://www.adriancourreges.com/img/blog/2016/doom2016/shot/05_megatext_illus.jpg

Good luck using these 256GB uncompressed textures in any other way.

"Which you could still easily rid of". Sure easy.
You're really not listening, are you? EVERY GAME, compresses their data on release.

You would never load the entire 32kx32k image ALL at once, and there are far easier ways you could do this, such as virtualize the textures, like Google Earth does, which has a single texture the size of the entire planet, so you can quit being such a little snob, thank you.
Last edited by HexeR; Jan 10, 2017 @ 1:26pm
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Date Posted: May 15, 2016 @ 6:28pm
Posts: 38