ShootMyMonkey
Veteran
Of course it's doable. By sacrificing something else. I can give you an example of how we got away with streaming of really enormous outdoor levels on various games on the PS2 at my last job -- by having zero variance in textures (other than lightmaps, anyway). Every stream block had the same textures, so all we really had to load was one new lightmap and geometry (which itself was made up of instances of geometry blocks used elsewhere).I just pointed out if these devs have data throughput problems then they're doing something wrong. I'll point anyone curious as to my reasoning in the direction of warhawk, a game where the devs claims a seamless, 'levelless' world where you can walk, drive, fly around freely. So obviously it IS doable.
You want it? Fine -- just be prepared for monotony or Lego-land or low visibility or some combination of them all. Warhawk is no exception to this rule.
The problem is that won't please many people. Everybody seems to think "oh, technology has advanced, we can get games that try to be everything for everyone", and I guarantee you that's a recipe for mediocrity if you bother to shoot for that. Not just in games, but in all products and services that can ever exist.
What makes you think it's necessarily solely about programming? What makes you think it's necessarily a problem of internal dynamics of the platform or the studio? What makes you think that there are no repercussions associated with breaking from what's natively supported? What makes you think that cheating here and there or trying something unique has no costs that can be deemed unacceptable? What makes you think that it all really comes down to one problem and/or one solution?Consoles have always been bitches to program, I don't know of a single piece of hardware where devs claimed it didn't have at least some sort of PITA quirk... It's always something!
I mean, it's relatively easy to use your own software codec for textures, but that means either uncompressed textures in memory (which means less content can be actively in use at a time) or recompressing into some DXT format on load, which induces extraneous losses in quality because you've gone through a doubly-lossy process. And in practice, that may not be acceptable in the least.
You seem to be belaboring under the infinitely misguided notion that there's an obvious solution, or even a solution at all, for anything. What's worse is that you're just one of a sea of people who seem to believe that everything simply just works because someone else said it works for them.