I have a question for all the leval designers out there. Let's just say I'm playing Doom 3 or something..See, Doom 3 or Quake 4 or any other game like that require a lot of visual memory..So let's just say that I'm playing the game and since all of thoes are first person shooters..Here's my master question is..Why don't you just put what you're not looking at in the game in a lower detail or maybe even wireframe But it wouldn't stay in a low detail until you turn, it would automaticaly render itself..Just think of the visual memory you would be saving..
Well, if you have a question or you just want to give me a billion dollars email me at scot_mejia@hotmail.com

Weird question
AllanP
Steve Tyson
This has nothing to do with level designers - they just decide what object goes where. This has to do with the way the engine is programed. Usually, the engines perform something even more drastic than what you suggested - they calculate with polygons are not visible, and just don't draw them at all. This saves alot of computation time, but unfortuntely, the algorithms to do such things aren't that trivial.
Also, notice that this is done mainly to save computation time, and not memory. The textures can't be moved out of the memory, since they are usually reused alot throughtout the same level, and as for the geometry, you need it in order to calculate what not to draw.