descender wrote on Jan 15, 2013, 16:31: UE3 streams in textures at multiple detail levels... doesn't it? you see it as texture "pop-in". How much more noticeable is that pop-in going to take now that we have huge uncompressed textures to throw at it?
I understand that programming for multiple threads is "harder"... but a lot of it is built into the engire they purchased int he first place... in this case UE3 which has plenty of threading options available to programmers that rarely get used. It's not limited to just programming for "multiple cores" either. Lots of ports (GTA4 comes to mind) are severely CPU intensive for really no reason.
Most modern games that have graphics options allow you to set the texture detail - I'd assume this will as well. If your video card's memory is on the slow or small side, setting the texture quality to "full" or whatever they will call it will probably hurt.
I still don't really see the point in the multiple threads argument. When I saw that Crysis 2 performed MUCH better on a quad-core than a dual-core, I thought that was terrific that they were taking advantage of current hardware.