Earlier quoted context omitted.
The point is that these vehicles are significantly faster than going on foot. When you create an asset pipeline for an open world game, you depend on two things: the camera and character movement speed. Character angle and distance determines how well will assets look to the player, and how detailed they should be. Character speed determines how fast you need to load different assets in the background. As far as I kn…
Both GTA 5 and RDR 2 have optional first person cameras, in addition to third person. They handle streaming pretty much seamlessly, and with no apparent bugs. This game is just incapable. Objects sometimes don’t get streamed in. Sometimes it takes 20 seconds for them to transition from low LOD mode to high LOD model. Sometimes the high LOD model loads but the textures remain of the low LOD model. And that’s even when…
This is technically true, but these are not cameras that players primarily use, and these are not cameras that art assets and their quality, texture resolutions and LODs are primarily optimised for and benchmarked by.
> They handle streaming pretty much seamlessly, and with no apparent bugs.
Yes. This, I completely agree with. But they are built by a studio that has built and QAed these systems for 20 years (or longer, if you include 2d GTA games). And in game worlds that are significantly less visually complex than Cyberpunk.
Don't misunderstand me. RDR 2 and GTA 5 are fantastic, stunning games. I loved these worlds. But from strictly technical standpoint, Night City has drastically more completely different assets next to each other.