What is it exactly that makes large draw distances so historically challenging to accomplish? I suppose it's no problem for the latest hardware, but it seems like it was never trivial to accomplish. Games with big view distances, like Unreal, Shadow Man, Serious Sam, etc, always seemed to be the exception rather than the rule, even well into the SM 1.0 generation.
So what's the limitation on computer hardware that programmers have always had to work around in order to get a decent view distance? It seemed to me initially like all that you need is to keep your on-screen geometry under control, but that clearly isn't the case. Is it that polygons farther away have to be transformed at a different precision than polygons close by? Or is there something else going on?
So what's the limitation on computer hardware that programmers have always had to work around in order to get a decent view distance? It seemed to me initially like all that you need is to keep your on-screen geometry under control, but that clearly isn't the case. Is it that polygons farther away have to be transformed at a different precision than polygons close by? Or is there something else going on?