In this case I am guessing, going through the wall was either a portal, or Z depth cull. It’s not until the camera goes far enough through the wall that it realizes it should show the items in the room, so it un-hides them and they all suddenly appear.Ĭulling is typically used in a few different ways in all 3D games, and I certainly don’t know all of them. Instead, the items were simply hidden so the game engine doesn’t have to do calculations on them since they can’t be seen anyway. The items (bed, tables, etc) were most likely loaded when the player got closer to the house, or when entering the house.
The resulting effect sounds similar, but is actually pretty different. I don’t think it’s ‘priority loading’ as that guy calls it, it looks like geometry culling. I think that video gets things a little off.