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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.
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.
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.
Your other games doesnt have megatextures.
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.
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.
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.
There it is, that mighty texture that you want to load completely into RAM lol. impossible.
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.