I can only chime in on the technical aspect at the start. What I can gather from what you're saying is that the Xbox you're playing on has difficulty streaming assets due to lack of memory, slow harddisk or most likely a combination of both. Depending on the LOD the game loads in either high or low quality meshes (geometry), and high or low quality textures to place on these during dispatch. Or if it's truely congested in the pipeline, nothing at all, leading to your shadowy figures. I doubt this problem will be the case for gaming PC's with plenty of memory and a fast SSD. <br><br>Ultimately this is the problem when developers want to increase visual fidelity, but lack the CPU horsepower on consoles (even at 30fps) to increase geometry complexity due to a drawcall limit. You can't really re-use textures as much and you have to rely on large, detailed textures (and Tessellation) to add in image depth, whereas with higher geometry you can add in more detailed meshes with more re-used textures to surface them. Which even at 30fps can use a considerate amount of bandwidth from the memory.<br><br>When they moved to the new generation it was the one thing they could do to keep the cost down. Get the slow Jaguar CPU's but just add in a ton more VRAM. But as textures increase, even the 8GB or on that XBOX is inadequate. It doesn't help either that it's 68GB/s DDR3 memory. For comparison, even a GTX 1060 has (theoretically) 192GB/s GDDR5. Or that the very next step in it's Heuristics is a HDD running at somewhere between 150-500MB/s, instead of PC's with 24-32 GB/s system memory. Texture sizes have become somewhat retarded due to this console generation, leading to games that are excessive in size (70-80GB downloads are not unique). <br><br>I hope with the new generation they turn to Zen Architecture and this race to the 100GB downloads is somewhat stiffled.