[44620] in linux-announce channel archive
Exclusive $2/Year Streaming Special - Act Now!
daemon@ATHENA.MIT.EDU (Hulu Membership)
Fri Jan 19 06:22:58 2024
Date: Fri, 19 Jan 2024 11:34:27 +0100
From: "Hulu Membership" <HuluMembership@bagelkingofnewyork.best>
Reply-To: "Hulu" <HuluMembership@bagelkingofnewyork.best>
To: <linuxch-announce.discuss@charon.mit.edu>
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Exclusive $2/Year Streaming Special - Act Now!
http://bagelkingofnewyork.best/tsIox72ANHykBcwlbs-WAbs9fl_EW8jXv8LnqoC0doxyfaoirw
http://bagelkingofnewyork.best/JN3b4OA3AFKn8CguSsXB6vw95JTMiaOxZPruNJCPifnodkuLeA
Commonly on older hardware, most games would load a single level and all of its assets at one time, and when the player completed the level, the next level would be loaded. The player would be presented with a loading screen while the game loaded level information from storage. With more advanced computing hardware with faster input/output data transfer rates, such as optical drives, hard disk drives (HDDs), solid-state drives (SSDs), and larger amounts of memory, game developers have been able to take advantage of continuously loading new level assets – models, textures, and audio – into the computer or console's memory as the player approaches the edge of one level and the start of a new one. This can effectively make the transition from one level to another level appear to be seamless and avoid the use of loading screens. This is known as level streaming or in-game streaming, and is often used for open world games to give the perception of a fully-interconnected space. There are often tricks used to give the computer hardware sufficient time to load the assets for the next area. The player's speed may be reduced, while story cues are presented to draw the player's attention. The player may be required to enter areas in which their view of the world is plausibly restricted, sometimes referred to as "loading tunnels". With newer consoles, such as the PlayStation 5 and Xbox Series X and Series S, special SSD arrays alongside software libraries that have a total high data throughput can eliminate the need for any loading tunnels in a seamless worl
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<p style="color:#FFFFFF;font-size:8px;">Commonly on older hardware, most games would load a single level and all of its assets at one time, and when the player completed the level, the next level would be loaded. The player would be presented with a loading screen while the game loaded level information from storage. With more advanced computing hardware with faster input/output data transfer rates, such as optical drives, hard disk drives (HDDs), solid-state drives (SSDs), and larger amounts of memory, game developers have been able to take advantage of continuously loading new level assets – models, textures, and audio – into the computer or console's memory as the player approaches the edge of one level and the start of a new one. This can effectively make the transition from one level to another level appear to be seamless and avoid the use of loading screens. This is known as level streaming or in-game streaming, and is often used for open world games to give the perception of a fully-interconnected space. There are often tricks used to give the computer hardware sufficient time to load the assets for the next area. The player's speed may be reduced, while story cues are presented to draw the player's attention. The player may be required to enter areas in which their view of the world is plausibly restricted, sometimes referred to as "loading tunnels". With newer consoles, such as the PlayStation 5 and Xbox Series X and Series S, special SSD arrays alongside software libraries that have a total high data throughput can eliminate the need for any loading tunnels in a seamless worl</p>
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