Ok let's use pictures to explain this.
In the first picture is a cell streaming example, in the second Crysis.
With cell streaming small chunks of an area are loaded around the player (blue square), cells are loaded in and out of memory depending on the players position so they get the impression of a giant environment without needing gigabytes of memory. The yellow cells represent interactive content that is loaded and presented to the player, the white cells represent none loaded content that cannot be interacted with. Note there is an enemy in an unloaded cell, because consoles can only store 256mb of information in ram at any one time there isn't enough to load the cells were the second enemy is.
In Crysis no cells are streamed, a large map is dumped into memory with some objects being streamed in later. Because the whole map is basically in memory the player can interact with anything they can see, were in cell streaming they could only shoot the enemy on the right; using the method in Crysis they can also shoot the enemy on the upper left. In game play terms the right enemy may be approaching in a car while the left enemy may be way out at sea in a patrol boat, yet because of the way Crysis handles maps both are viable targets.
You get it now? Crysis would have to be converted to cell streaming to work on consoles, which would impact the players freedom and interactivity in the game.
AnnoyedDragon
thread done/
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