everything is wrong in this post . And since you are talking about different technologies with different hardware implementations, it is useless to comment on it.Its virtual texturing its been done before its now faster on series x io but it wont remove popin, popin will always depend on your io latencies and ssd bandwidth and sampler feedbakc wont solve this in comparison they are talking about 10gb of data in a small room here ue5 was streaming 100s of gb on a scene with 8k textures... i want to see how series x handles that since weve already seen popin in the medium a game thats using series x velocity architecture already.. this is all marketing talk weve heard the same talks since xbox 360. They called it mega tectures on x360 then they called it tilled resources on xbone partial resident textures on ps4 in hardware, and now sfs its the same crap only a bit faster its not the solution of memory, it just helps reduce popin
.ps. seen that mods didn't like for i don't know what reason my post.. I tell you this way. If Epic released like always did the demo on PC (and who knows why they doesn't..lol) you would see how wrong you are on that too.