This generation we have seen the exact opposite occur. This strategy required a lot of draw calls, which was fine when using the high power CPU's last generation. ![]() ![]() ![]() Or parts that were obscured from the player's view might not be rendered at all. Because of this something like a building in an open world game might have actually been two or more objects sitting next to each other, so that low LOD versions of parts of the building further from the player could be used in conjunction with high LOD versions for closer parts. Last generation the consoles had very powerful CPU's, especially the PS3, and very limited amounts of RAM (again especially on the PS3), so engine design was built around streaming objects into and out of RAM as quickly as possible. Now I don't know what Rocksteady did to get the game to work on consoles but I can tell you what I would do. In the comments a person claiming to be using one Titan X just for the PhysX effects and a second as his main GPU (which was an option in previous games so it makes sense) in conjunction with a Core i7 Extreme and 32 GB of RAM was unable to maintain 60 fps at 1080p. Well Digital Foundry recently attempted to get the game to run at 1080p/60 utilizing an overclocked top of the line Core i7 and Geforce Titan X and failed.
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