What is the size limitation of object containers?
TL;DRObject container streaming basically works, but the size limits and content rules are still being figured out and tested, and budgets can't be given to designers until they are.
Size limitation. And you know what? That's something we're figuring out right now. I'm saying I'm most excited about the streaming coming online, and by the way, it works, pretty much. So it's not like this is a tough nut that we haven't been able to crack yet. We've cracked it. It's just, yeah, we've got to figure out what we can get out of it. So we don't yet know exactly the size that we want to make them. We've tried various sizes. I mean, I've put a singular character into one, and we have capital ships in one. So we need to set those budgets. The other difficult thing about it, and if anybody's worked on a game project they'll understand this, is managing level budgets, so not per-view budgets, but everything in the level. You've got to make sure that designer one knows, oh yeah, you just added 10 megs. Designer two knows, oh yeah, you just took away four megs. We need a way of budgeting those designers on being able to do certain things or not do other things. And we can't yet tell them, until the streaming is working exactly as we need it, what the optimum size of that container needs to be, what kind of assets can go in there, what kinds don't, should they be separate. All those kinds of rules, and that's really actively what we've been doing over the last few weeks anyways.
And in the end it really comes down to a numbers game. Profiling at the very end comes down to a numbers game. These are the numbers you have to work with and you have to stay within your budget.