[citation][nom]HolyCrusader[/nom]Now, I haven't played the game yet, but I'm speculating a bit here. I figure the executable just 32-bit technology, so with the high texture sizes, high resolutions, and considerable detail in the levels, they've rapidly hitting the 2gb limit of what a 32-bit process can access in Windows. However the streaming of the data is simply not sufficient to keep up with the game's data needs. It would indeed be interesting if an SSD would help that. Is there a 64-bit version of Rage? If so (and the person running it has plenty of RAM) it shouldn't have the same problems if it's coded right.I doubt the XBox o PS3 have this problem, since they're dealing with lower resolutions and (probably) lower texture detail. One or the other would reduce the amount of RAM needed to render an image considerably.[/citation]
The whole point of the rage engine is to allow unlimited texture size/details and remain within the limits by using the streaming quad-tree buffering etc. Read the tech demo white paper.
The whole point of the rage engine is to allow unlimited texture size/details and remain within the limits by using the streaming quad-tree buffering etc. Read the tech demo white paper.