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- Embed this notice@MachineMadeDog @Curvin I mean there's a big difference between the perspective of an infantryman and the perspective of a bigass mech. this has major implications on the technical design of a video game
imagine a game that is designed for someone walking around slowly in a city. a high level of detail is possible and desired because they can get close to everything, and you don't need to load things quickly because the camera can't move quickly anyway
now put that camera in a car and let it drive around. suddenly you need to be able to load the world way faster, and you won't be able to maintain the same level of detail. if the game was designed around a car in the first place you wouldn't try to have high detail because the camera can't get right up close to things and is expected to be moving around a lot. but maybe you just dynamically choose lower fidelity textures to cope with the problem
now put the camera in something that's tall, fairly fast, *and* can see for miles around. you can't afford the fine detail anymore at all, but you still need it to look good, and you need to be able to load the world blazingly fast
it's not impossible to accommodate all these things at once but it's technically very difficult and expensive