Why? Do not forget that you need to load from HDD anyway.
What are you, captain obvious? Everything comes from the raw media at
some point. That isn't what we're talking about -- if you need that data
right the hell now then you don't want to be waiting for it from the hard drive.
No. You should have at least that much data in VRAM which allows painless load from HDD in any player movement.
No, you aren't thinking straight. You can't have the entire world in VRAM, that doesn't even make sense. Stop thinking about the renderer, and start thinking about everything else that's going on. You keep oversimplifying things down to what the video card is rendering -- that's not the entireity of what's going on. Where are you going to store the "state" of all the trees you've destroyed? The bodies you've killed? The physics actions of all the items you're viewing? The AI paths for all the folks roaming the map? A world this big isn't ONLY what the visible renderer is generating, there is MUCH MORE underneath.
You do not have enough memory to hold all the world assets, so you need to load from HDD, and the speed the player runs with should be perfectly aligned with the speed of data load from HDD. Tell me now where can I get any acceleration in data loading speeds using system mem, in this case?
Are you serious? Tell me why Disk Cache was EVER invented? You can't possibly hold every piece of hard drive information in system ram, so then obviously
disk cache is a complete and utter logical fallacy... Oh wait, no it isn't, technology has proven you wrong once again! At the outer-boundaries of what's visible, it is necessary to use the hard drive to "queue in" visible data. But that should be FAR out in the visible world; far enough as to not generate "object popping". When Crysis talks about 8km visible distance, that's about where you should be loading from the harddrive. Everything
inside of that 8km? Yeah, that should be somewhere that's VERY quickly accessed, IE within system ram. Now, that doesn't mean you need everything loaded at 100% LOD, there are technical reasons where it makes sense to stream in higher LOD objects at varying distances. But everything within that 8km view distance is visible
somehow, which means you need a mesh, a texture, an AI path, a phsyical attribute, a location in XYZ, etc to store in system memory.
You'll get choked on the GPU here. Before you're choked with not enough memory.
Rules are very simple:
- do not render from system mem
- do LOD as aggressive as you can
- preload data in advance
What are you talking about? If you somehow think that VRAM is going to limit you on a PC, then you're completely throwing a Console into a handbasket and sending it straight to hell -- because there's no Console on this green earth that has more framebuffer capacity than a PC. End of story.
Preloading data does not have any relation to the LOD systems.
Now you demonstrate your ignorance of visual systems. It most definitely has to do with preloading -- if something is 6.5km out, you don't need a 100% LOD mesh for it. But at some point, as you get closer, you
will. You preload meshes in order of their visibility; near objects are preloaded with higher-rez textures and LOD meshes, and further objects are preloaded with lower-rez textures and LOD meshes. Depending on locale, some "guesses" can be made as to what other meshes and textures should be loaded... But as you traverse the world, items are loaded as-needed on an as-visible basis. Preloading is 100% the issue we're primarly talking about, especially when it comes to alleviating disk bottlenecks. Or are you suggesting that we NEVER preload things into ram until they're 100% visible at 100% LOD and texture rez? Because that's a complete and utter waste of resources...
You can not have "HUNDREDS of thousands of objects on-screen simultaneously", because it depends on other systems, not only on the amount of system RAM.
For the fist approximation it's good to assume that it depends on the VRAM amount only.
There is a dependancy on other systems to be sure; if the CPU can't keep up with all of that, obviously it does you no good. But if you have the UBER CPU and the UBER GPU, what good will it do you to have a grand total of 256mb of usable system memory?
None.